Credits & licenses

Built on the shoulders of better code.

WePayUncheeze is glue around a small constellation of open-source projects. Each one is honored under its license. If your work is here and isn't credited properly, tell me and I'll fix it.

Engine

MIT

Three.js

WebGL rendering, scene graph, camera, lights. The 3D engine that makes everything visible. threejs.org

MIT

simplex-noise

Perlin/Simplex noise generator used for procedural terrain heightmaps and biome blending.

In-house

Chunk + voxel system

Custom chunked-world implementation: greedy meshing, frustum culling, async terrain generation.

MIT

Workbox

Service-worker toolkit. Powers the offline shell and PWA install. developers.google.com/web/tools/workbox

UI & HUD

Apple HIG

Liquid Glass language

HUD, settings sheet, and landing surface follow Apple's Liquid Glass design language (WWDC 2025). SF Pro stack, hairline borders, blur-backed translucency.

Apple system

SF Pro Display / Text

Typography served via -apple-system stack. Falls back to system fonts everywhere else.

Custom

Pixel UI textures

The original Minecraft-style button/slot/tab textures (/textures/gui/) were retained for the legacy inventory grid as a fallback when liquid-glass mode is off.

CC0

Kanagawa palette

Color tokens borrowed from the Kanagawa Vim theme for the dark-mode in-game palette.

Assets

Infrastructure

Inspiration

The block-placement loop is the obvious one. Minecraft by Mojang is the genre-defining game and the reason any of this exists. WePayUncheeze is a tiny browser-only sandbox, not a clone, not affiliated.

The procedural-terrain approach is also lifted in spirit from Minetest, Vintage Story, and a half-dozen WebGL voxel demos that have been circulating since the late 2010s.

Thanks

To everyone who's ever shipped an open-source 3D engine, browser API, or pixel-art tutorial. This was assembled in spare time, against a deadline of "before I get bored." It works because of you.

Play now Controls Changelog