
Explore, build and invent in one looping world.
10,240 × 10,240 blocks, streamed around you. Cyan marks the X join; yellow marks Z. Keep walking and the world connects.
Creative · Unlimited materials, building helpers, machines, vehicles and flight.
Explorer · Goggles, a trusty backpack and a lantern for dark caves.
Press N while you play to switch the camera and see yourself (F5 works too). Riding a train or plane keeps the first-person view.
Your existing terrain is preserved. V11.1’s higher hills and cliffs need a new landscape. Water, glow and workshop tools still work in this world.
41 materials, building templates, 34 electrical, mechanical, factory, railway, travel and companion parts, and a held-block smashing motion. Cats, music, commands and lights are in Companions & tools. Selected creations can now be imported from the original island without replacing the planet terrain.
W A S D moves. Mouse looks. Space jumps. Ctrl sprints, or gives a fast boost while creative-flying. In Creative, F or double-Space flies; Space rises and Shift descends.
C / right-click builds; X / left-click digs. Y swaps the pickaxe for the axe, which chops trees, logs, leaves and planks and never digs the ground. Blue outline = where your build goes; orange = what you will dig; pink = cannot go there. B opens your build catalogue. [ ] changes the build brush size (Shift+[ ] the dig brush). Z picks a shape — box, circle or octagon: hold C or X at a box corner (or a circle's centre), look across and let go, or click, look and click again; [ ] or the wheel sets its height while you size it, Shift+Z makes it hollow and Esc cancels. V locks a column so builds stack straight up. Aim at the end of a block with a drop beyond it and your build carries on across the gap at the same height (edge building; the readout says EDGE). 1–9 or the wheel selects a slot. N switches the camera: first person, behind you, or facing you.
Ctrl/Command+Z undoes; Ctrl/Command+Shift+Z redoes. T toggles the hand torch. I J K O looks without mouse capture; near a lift, U / J calls the upper / lower floor. Esc pauses, or cancels a template or a half-made shape.
Horses: walk up calmly and press E (or right-click a horse) to climb on. W trots, Ctrl gallops, Space jumps fences, E or Build climbs down. Build a Stables & Paddock from the Build catalogue; every hay bale brings a saddled horse. Wild animals run and hide if you hit them; only in Survival can a hit knock one out. 0 or the boot button puts on lead boots for the floaty planet core.
Touch: drag left to move, right to look. Tap to build; hold to dig. With a shape chosen, tap once to start it and tap again to finish. Use the Build menu for larger brushes, shapes and templates.
Switches, buttons, pressure pads, logic gates, lamps and wiring are now in Parts. Motors, shafts, gears, rideable lifts, conveyors and shutters are now in Parts. Aircraft and paired teleporters are in Travel. Cats, notes, command blocks and placed lights are in Companions & tools. Visit Core Rift to dig down through the central chamber, then climb a stepped tunnel to the far-side surface. Gravity settles shortly after crossing the centre. Space / Shift gives a gentle push right at the centre. The original-island importer is in Worlds; moon travel remains planned. Water pours into holes you dig beside it; waterfalls wash you down (hold Space to climb) and pools push you away from a falling splash. Railways support level, rising and dropping routes plus individual vehicles. Junctions, coupled carriages and train cargo are not included yet.
V locks the current building column while you rise or look around. It keeps X/Z fixed and advances upward after successful builds. Normal reach and collision still apply.
Aim at the end of a block you are standing on, where there is a drop just beyond it, and your next build continues that surface outward at the same height instead of stacking a step on top. Click again on the new end to carry the path further, so you can walk a bridge across a gap. The readout shows EDGE: builds across whenever the next build will go outward. Turn this off to stack upward at an edge as before.
Stand on dry, open, unused ground. Preview first, then confirm. Saved edits, workshop parts, trees and landmarks are protected. Gentle slopes only; one Undo restores the ground.
Z changes shape: Brush → Box → Circle → Octagon. Then hold C (or right-click) to build, or hold X (or left-click) to dig, at a corner of a box or the centre of a circle or octagon; look across to size it, and let go. Or click once, look, and click again. [ ] or the mouse wheel sets the height while you size it: building rises from the ground you aimed at, digging goes down. Shift+Z switches filled and hollow. Esc cancels. The preview shows exactly the blocks that will change, pink if it is too big; one Undo removes the whole shape.
With the normal Brush, [ ] changes the build brush size and Shift+[ ] the dig brush size (1, 2, 3, 4, 5 or 9).
No matching materials.
Pick a berry, then pick up the blaster. Click or tap to fire; hold to spray. Berries arc as they fly, so aim a little high. They splat colour onto whatever they land on, or harmlessly on an animal or another player if one gets in the way — berries never hurt anyone.
Rinse puts back whatever was underneath. Undo works on every splat too, and water washes a berry away before it lands.
A selection copies saved block edits and complete workshop parts. Set two block corners around a building. Parts cut by the edge are refused; wires leaving the box are disconnected with a warning.
A: not set · B: not set
Choose a template, then preview it on the ground. R rotates. Nothing changes until you place it. Existing edited ground is protected.
Build a railway. Ride through your world. Connect straight tracks and curves into a loop that crosses the world joins, without changing direction.
Your factory remembers its cargo.
Press Shift+G for Railway build mode. Keys 1–6 or the mouse wheel switch parts; 7 cycles straight lengths (2/4/6), and 8 exits. Rise and Drop start at 2 blocks for steep hills. Start on ground, then snap further elevated track to the previous rail endpoint; clear trees and earth from the route. Existing parts keep their settings.
Place two pads on supported floors. Choose their IDs, then pair. You can also press L and E on each nearby pad. Re-pairing safely disconnects earlier partners.
No wire needed unless you want a switch to disable a pad. Both ends must be on. Step off the receiving pad to re-arm; a blocked arrival refuses travel.
Defaults for newly placed cats and notes:
Change an existing part here, or aim at a cat/note and press U. E on a command block opens this editor.
Only time set, weather, tp, summon cat, setblock and small fill. No JavaScript, scripts or loops. A fresh ON edge runs once. Maximum 8 executions per second nearby.
Cyan bars are inputs; gold arrows are outputs. Keep their ends together at the same height. R rotates; nearby compatible ends snap into alignment. A powered motor can drive the touching line; wire the feeder separately to stop new ore while the remaining parcels drain.
One parcel per conveyor segment, at most 128 in transit. A full crate holds 9,999 items; blocked outputs wait. E on a machine shows its status and totals. Feeders create unlimited creative-mode ore, rather than mining your terrain.
Connect two switches or buttons to a Lift controller, then connect its output to a lift. Toggle mode: either switch change or button press changes floor. Floor-call mode: A requests down, B requests up; simultaneous calls choose up. A third, optional motor / shaft / cog input controls lift speed. A stopped motor pauses travel but keeps the request. U / J and the lift panels still work.
Use the Railway button for a dedicated bottom build bar: flat track, rise, drop, curves, trains and minecarts stay one click away. Each rising or dropping track changes height by one block over its length and needs support below every section. Match track ends. E boards. W accelerates; S or Space brakes. At rest, R changes gear. V toggles cruise. E stops a moving vehicle; E again searches for a safe exit. Track ends stop you — never automatically reverse you.
Place a Switch and a Lamp on a flat floor. Press L, aim at the switch and press E, then aim at the lamp and press E. Press L to finish. E now toggles your switch.
Step onto its gold platform. Use U / J or the on-screen Up / Down buttons. E on a floor panel calls it to that floor. A wired switch sends ON → up, OFF → down. A manual call holds until that wire signal changes; it does not fight the switch every frame. Keep the highlighted travel space clear.
C places · E uses · L wires · Q clears a part’s wires · X removes · R rotates. Undo also restores parts and wires. A button pulses for two seconds; a pad turns on when you stand on it.
Moving machines pause beyond 128 blocks and resume on return, with no offline catch-up. Electrical signals stay active. Straight and corner belts carry you and cargo. Factory progress, each parcel and totals survive unloading and backups. Production pauses outside 128 blocks; transfers also wait for the receiving part to wake. There is no offline production. One-way circuits for now. Wires can span 96 blocks, including across the joins. Lamps and machines receive wires; controllers and gates can pass electrical signals on. Rotary sources connect only to a controller’s third socket. Touching motors, shafts, gears and belts pass mechanical rotation. Nearby block lighting follows open voxels; distant lamps use a simpler fallback. This is not full sunlight shadow mapping.
Use /help for the original bounded command set, adapted to this looping planet. Coordinates wrap; ~ means relative. Commands never execute JavaScript.
Type /help to begin.
Photo orbit holds the world without moving your player. Mouse or I J K O orbits; W/S zooms. P or Esc returns. H hides the interface; Esc always restores it.
Banking eases into turns and levels out near the ground. Switch camera banking off for a level view; the plane still banks. Camera settings are session-only.
Creates a new higher-relief planet (generator 3), not different ground under your builds. Imported V10 landscapes keep their original ground. The current planet goes into one recovery slot, separate from autosave. Export backups to keep more worlds.
Auto is the default. It changes the weather in a natural order, a few minutes at a time: clear skies turn grey or foggy before rain, storms ease back through rain, and snow comes out of grey or rainy skies (more often at night). Fog is cosmetic: distant terrain fades into pale air while a denser layer gathers in valleys, near water and at dawn.
Warm lanterns, cool crystals and amber light, with soft directional shadows from the sun and moon.
A pale haze that settles into dips, over water and around dawn, then thins away through the morning. Visual only — it never hides anything you need to see, and turning it off removes it completely.
Sun and moon shadows follow the sky. Nearby lamps keep wall-aware light; distant glow fades into fog rather than popping out. Water can use the reflection-heavy renderer or a more contrasty cinematic mode. Cinematic adds extra screen-space reflection detail and stronger depth/caustics, so Reflective is the safer choice on slower devices. Light and shadow ranges are limited by the view distance.
No damage, screen shake or full-screen flashes. Reduced-motion devices start with bolts off. The weather-effects switch also hides lightning.
Visual preferences are separate from your world backup. Try Night to see the glow around lamps and glowing materials.
Building, rain, wind and birds. Sound starts only when you enable it; it pauses with the game.
Music is off. Included recordings need the full project; the built-in melody works in the single file.
Movement-only local presence for the same home/school LAN. No accounts, usernames, chat, internet service, shared edits, inventories or saves. Everyone must already be on the same planet seed, generator and landscape theme.
Solo · not connected.
Run node tools/planet-lan-relay.mjs on one computer. It prints the local ws:// address for the other device. This first LAN step shares player presence only; shared building is the separate Family LAN panel below.
Family LAN only — two known devices — no internet service.
One parent-controlled computer runs the shared world and serves this page; one other computer on the same home network joins it. Two players maximum, labelled Host and Guest. Building and digging are shared. There are no accounts, usernames, chat, voice, pictures, uploads, links, mods, public games or analytics.
node build.js, then node tools/planet-family-lan-host.mjs --address=192.168.1.24 using that computer’s own private address.http:// address it prints, on both computers.Off · this device only.
What is and is not transmitted:
While a shared world is open, undo, parts and machines, whole buildings, pasted creations, flat-area, landscape changes, named worlds, Survival and Adventure are switched off, and falling trees, loose blocks and flowing water are held still, so both computers stay exactly identical. The shared world autosaves into its own browser slot; your own planet save is written once beforehand and then left alone.
The family code is new every time the parent starts the command, and is never kept in this browser, in a web address, in an export or in a backup. Your home router needs no port-forwarding rule; the parent computer’s firewall should allow the chosen private network only. This is a technical description of the software, not legal advice.
Player tools stay out of the way during play. This page keeps device checks, save health, local-network status and world-join testing together.
Checks this browser's current world, autosave, graphics context, audio, streaming cache and named worlds without changing terrain.
No check run this session.
Visit the test routes when you want to confirm that the looping world joins remain seamless. These optional routes and their coordinates stay here in Diagnostics.
LAN presence and connection status remain in World settings, because they are a play option. Diagnostics reports the active connection alongside the rest of this device check.
If a browser save needs attention, run a non-destructive health check here. Routine device testing now lives in Diagnostics.
Release scope: the planet stays offline/local. Local LAN presence is an optional movement-only framework in World settings; shared building remains separate.
Unnamed current world
Up to eight browser-local named slots. They are convenient working copies, not a replacement for portable JSON backups; browser storage can fill up.
Paste an original BI6 / BI5 / BI4 / BI3 level code (or validated original island JSON). The importer takes only edited blocks and workshop parts — not the old procedural terrain — then gives you a normal V16.8 placement preview. Unsupported links are reported rather than silently invented.
Copy a complete backup as text, or paste a backup copied elsewhere. This copies the whole world and its parts, not a selected building. Export JSON remains the recommended portable backup.
This version writes a new world-management save. It can import earlier planet backups through V13. Original workshop islands are never overwritten; their edited creations can be converted through the importer above.
The creative planet uses a separate local save.
Export before changing file paths, browsers or versions. Browser-local saves are not portable backups. Keep only one editable planet tab open at a time.
Saved: terrain edits, position, toolbar, brushes, environment, parts, switch states, wires, machine positions, lift targets, controller memory, cargo positions, work-in-progress, production totals and crate inventories. Undo history, active effects and sound playback are session-only.
Preparing the nearby terrain…
Local generation & saves · No account · No paid APIs
JavaScript and WebGL2 are needed. Your original-island saves have not been changed.