Walls wear baked 64-texel textures sampled per column — running-bond
brick for the maze, darker courses for the rim, rough blocks for filled
stone, planked doors with an iron band and handle, flame-streaked fire,
swirling violet for the warps — drawn crisp with smoothing off, shaded
by distance and animated by overlay. The floor shows its tile seams:
grid lines projected onto the ground plane, occluded by the walls that
stand on them. And the workshop walks like the game plays: a tap glides
exactly one square with an eased stride, a turn swings a clean quarter,
held keys queueing the next move as each settles.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>