WePayUncheeze
Voxel world edition
Launch the original browser voxel sandbox or play the Pokemon 3D browser rebuild sourced from the upstream P3D-Legacy project.
Break, build, explore, and survive in a world made of infinite possibilities.
Enter MinecraftStart in New Bark, visit Elm, choose a partner, and head into Route 29 grass where encounters belong.
Enter Pokemon 3DStart calm in Creative: noon light, Meadow One seed, low first-load budget.
29,870 parsed script actions across 138 command types, with 281 encounter tables and 275 wild species represented.
Reading git, source-data, screenshots, cache, and visual-audit evidence...
Checking browser cache and service-worker control...
Estimating storage budget...
Reads only this browser's Pokemon 3D localStorage save. Nothing leaves the device.
No position loaded.
No story flags loaded.
729 / 1,258 maps with door/portal data
570 / 1,258 maps with people or trainers
661 / 1,258 maps with signs, scripts, or props
280 / 1,258 maps linked to encounter data
97 / 1,258 maps with grass trigger zones
237 / 1,258 maps with source scripts
Live repo data, source-map coverage, asset usage, movement QA, and the nightly screenshot run in one glass surface.
Checking what changed since the current build landed.
Comparing available local sprites with assets referenced by the shipped pages.
The game page exposes the same input snapshot helpers used by the regression harness.
Open Pokemon QARuns syntax checks, visual screenshots, endpoint capture, and movement matrix evidence.
scripts/nightly-freshness.sh
An infinite voxel sandbox, hand-built on Three.js. No install. No plugins. Just a URL.
64 block types, procedural biomes, caves, cabins, towers, ruins, mobs, proper light falloff, water physics, and mobile-ready touch controls.
Chunks render the moment you reach them - terrain, trees, ores, caves, water. Walk for a minute or an hour, you'll never hit a wall.
Seeded terrain with forests, deserts, mountains, wetlands, beaches, caves, and ridges - built block by block in real time.
A full creative inventory across seven categories. Authentic 16-bit textures, pixel-perfect rendering, no smoothing.
Day-night cycle, simulated water physics, dynamic block lighting, item drops, and living entities. The world responds.
Custom voxel pipeline on top of Three.js. Hidden faces never reach the GPU, and mobile devices get saner first-load budgets.
Create a world, copy the link, and anyone can open the same terrain from the same seed. Share links can include spawn coordinates too.
The browser build now has a visible journey: discover landmarks, stock the hotbar, shape a shelter, and use torches before night becomes the problem.
Flat starter pad, surface rescue, and a clear launch handoff.
Ores, caves, trees, water, and biome-specific materials.
Full creative hotbar plus generated cabins, wells, ruins, and watchtowers.
Day/night, health, hunger, hostile mobs, light level, torches, and quick tips.
Vanilla JavaScript, Three.js, WebGL. One page. No backend. The whole engine - terrain generation, rendering, physics, mobs, water - lives in script tags.
Familiar controls, no learning curve. Click to enter pointer-lock, then build.
Loads in seconds. Runs anywhere modern WebGL runs - desktop, laptop, tablet, phone.
Voxel world edition