Two game surfaces

Choose your game.

Launch the original browser voxel sandbox or play the Pokemon 3D browser rebuild sourced from the upstream P3D-Legacy project.

Wake up Bedroom start, Mom handoff, Pokegear, then the first trip outside.
Choose partner Elm lab flow, starter preview, confirmation, and story-safe route gating.
Walk routes Route 29/30 data, warps, signs, grass zones, and encounter tables.
Battle loop Grass-triggered encounters, transition flash, party state, and local save.
Builder tools and live diagnostics Open QA surfaces
Session composer

Pick the run before you load.

Start calm in Creative: noon light, Meadow One seed, low first-load budget.

Meadow Oneworld Noonlight Lowbudget
Launch Creative
Live build intelligence

What is actually in the build?

Source pulse Generated May 31, 17:11
1,258maps 1,727scripts 848species 581moves

29,870 parsed script actions across 138 command types, with 281 encounter tables and 275 wild species represented.

Freshness Sentinel commit --
-- stale risk
Checking

Reading git, source-data, screenshots, cache, and visual-audit evidence...

--data age --audit age --since visit
Route scanner Source maps
New Bark Town 3 NPCs · 11 warps · 0 grass zones 12 encounter slots · 6 species · Lv 10-40
Asset vault Local sprites
Chikorita sprite
Chikorita 3,673 Pokemon/item sprites · 2,871 P3D textures
Offline pack wepayuncheeze-com-v52-p3d-playfix

Checking browser cache and service-worker control...

31 core assets 4 PWA shortcuts
Device preflight Live browser
...WebGL ...Cores ...DPR ...Save

Estimating storage budget...

Browser save intelligence

Your current run, if this browser has one.

Open Movement Lab
Next story beat Checking local save...

Reads only this browser's Pokemon 3D localStorage save. Nothing leaves the device.

Location --

No position loaded.

Party --
Bag --

No story flags loaded.

P3D atlas coverage

How much source map data is ready to use?

Open Asset Browser
Warps 58%

729 / 1,258 maps with door/portal data

NPCs 45%

570 / 1,258 maps with people or trainers

Interactions 53%

661 / 1,258 maps with signs, scripts, or props

Wild tables 22%

280 / 1,258 maps linked to encounter data

Grass 8%

97 / 1,258 maps with grass trigger zones

Scripts 19%

237 / 1,258 maps with source scripts

Battle 321 maps · 151 warps · 0 tables Dungeons 128 maps · 270 warps · 54 tables Cities 114 maps · 408 warps · 15 tables Routes 106 maps · 423 warps · 51 tables Structures 71 maps · 3 warps · 0 tables Quest 53 maps · 109 warps · 10 tables Frontier 37 maps · 108 warps · 1 tables
Build ops

Five signals that keep this honest.

Live repo data, source-map coverage, asset usage, movement QA, and the nightly screenshot run in one glass surface.

Since last visit commit --
Reading recent commits

Checking what changed since the current build landed.

AI parity board -- / --
--% opening flow covered
Asset scout -- refs
Scanning sprite coverage

Comparing available local sprites with assets referenced by the shipped pages.

Movement QA overlay runtime --
Debugger loading

The game page exposes the same input snapshot helpers used by the regression harness.

Open Pokemon QA
Nightly freshness job script --
One command refreshes proof

Runs syntax checks, visual screenshots, endpoint capture, and movement matrix evidence.

scripts/nightly-freshness.sh
Voxel World Edition

Build anything.
In a browser tab.

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.

A world that never ends

Generated on demand. As far as you walk.

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.

Procedural Terrain

Wave Function Collapse + Perlin noise.

Seeded terrain with forests, deserts, mountains, wetlands, beaches, caves, and ridges - built block by block in real time.

64 Block Types

Wood, stone, ore, wool, glass, glow.

A full creative inventory across seven categories. Authentic 16-bit textures, pixel-perfect rendering, no smoothing.

Live Systems

Water flows. The sun moves. Torches glow.

Day-night cycle, simulated water physics, dynamic block lighting, item drops, and living entities. The world responds.

WebGL Engine

Greedy meshing. Chunk culling. Adaptive quality.

Custom voxel pipeline on top of Three.js. Hidden faces never reach the GPU, and mobile devices get saner first-load budgets.

Shareable worlds

Seeds are now real links.

Create a world, copy the link, and anyone can open the same terrain from the same seed. Share links can include spawn coordinates too.

Classic sandbox loop

Explore. Build. Light the dark.

The browser build now has a visible journey: discover landmarks, stock the hotbar, shape a shelter, and use torches before night becomes the problem.

Voxel gameplay scene with a lit cave, starter build, mobs, and touch controls
In game journey

Built around the stuff players expect.

01Spawn safely

Flat starter pad, surface rescue, and a clear launch handoff.

02Find resources

Ores, caves, trees, water, and biome-specific materials.

03Build shelter

Full creative hotbar plus generated cabins, wells, ruins, and watchtowers.

04Survive the night

Day/night, health, hunger, hostile mobs, light level, torches, and quick tips.

Under the hood

Built for the browser. Tuned for the GPU.

Vanilla JavaScript, Three.js, WebGL. One page. No backend. The whole engine - terrain generation, rendering, physics, mobs, water - lives in script tags.

64
Block types
234
Textures loaded
22
Biomes
22
Mob classes
How to play

Pick up where Minecraft left off.

Familiar controls, no learning curve. Click to enter pointer-lock, then build.

W A S DMove
SpaceJump
FFly
EInventory
L-ClickBreak
R-ClickPlace
1 – 9Hotbar
EscPause
Ready when you are

One click. One world. Yours.

Loads in seconds. Runs anywhere modern WebGL runs - desktop, laptop, tablet, phone.

wepayuncheeze
FPS--
XYZ0, 0, 0
BiomePlains
Mobs0
Light15
Time12:00
World ready

WePayUncheeze

Voxel world edition

Infinite world
Procedural terrain generation
Full inventory
7 categories, creative mode
Living world
Biomes, landmarks, mobs, lighting
WASD Move
Space Jump
E Inventory
LMB Break
RMB Place
Esc Pause
Generating world
Streaming chunks · greedy meshing · lighting pass