Under the hood

One browser tab. A real engine.

Vanilla JavaScript, Three.js, WebGL, and a set of small systems that do the boring work: chunk lifecycle, mesh cost, lighting, input, persistence, and mobile limits.

64block types
234textures
22biomes
22mob classes

Greedy meshing

Hidden faces are skipped, visible faces are batched, and chunks are culled before the GPU is asked to care.

Adaptive quality

Mobile starts with saner budgets. Desktop can stretch into longer render distance and richer effects.

Local state

Theme, controls, world options, and hotbar state persist in the browser without accounts or telemetry.

Game handoff

The marketing shell loads first. The heavy Three.js path starts only when the player actually chooses to play.