This is just a preview. Part 2: https://scratch.mit.edu/projects/1244598851/ CONTROL: arrows WASD QE space enter click tap. Through FORCE FIELD: space / enter / click center. CABINET: same. DOOR: automatic. (Holding the dot button while moving through walls.) I used the map and the 3D display from: https://scratch.mit.edu/projects/1169343205 Preview means this isn’t the final version of the game, just a glimpse of it. Zero Sprites means the project contains no sprites at all. Every visual element and all logic run entirely on the Stage. Fully spriteless. No sprites. 0-sprites. No motion blocks. Center-only pen. Center-only backdrops. No size. No layers. 3D means three-dimensional. When designing the textures, I took the golden ratio into account. Drawing method: There are 160 backdrops, each containing the same red semi-ellipse, offset by 3 pixels. Rendering occurs from left to right: in each step, a 3-pixel-wide column is drawn. This column can be scaled using a fisheye effect and colored using the available effects. The drawing sequence is as follows: a full-size black column is always drawn first (clearing the area), followed by the column with the correct size and color. All textures are vertically symmetrical and can be generated by stacking smaller and smaller columns. Want to stamp on the Stage? Create a sprite, add a Stamp to it, drag it onto the Stage, and then delete the sprite. #3d zero sprites preview 0-sprites no sprites spriteless