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Parallax Vault

If two edges look like they touch from where you are standing, they are touching — a bridge forms in the gap, and it holds only while you keep the angle.

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Two platforms float far apart with nothing between them, and the rule is short enough to read in one sentence: if their edges look like they touch from where you are standing, they are touching. A real bridge appears in the gap and you walk across it.

The catch is that the join is live. It exists because of where your camera is, so it dissolves the moment you lose the angle that made it — including halfway across. Standing on a join that breaks drops you. Perspective here is not a trick you solve once; it is a thing you have to hold.

How it plays

  • You walk at 3.4 m/s and you cannot jump. No dash, no reach, nothing to brute-force a gap with — the only verb that crosses a space is looking at it correctly.
  • A join forms when the screen-space gap between two edges falls under 26 px and stays there for 3 straight frames, and it does not break until 43 px. The hysteresis is why an alignment never flickers out from under your feet.
  • Joinable edges carry a rim drawn dark against the pale hue, and it ramps toward white as the gap closes. Alignment is a slope you climb, not a pixel you guess at.
  • Every one of the 10 authored join pairs has ±0.48 m to ±0.97 m of standing room where it forms — 17 to 34 frames of walking. The angle is found by moving, not by luck.
  • Anchor blocks (E to grab, look to aim, E to place) let you carry an edge to where it works, so one later room is about making an alignment rather than finding one.
  • Falling costs 1.4 s and puts you back at the chamber entrance. No timer, no score, no fail state other than the drop.

Each chamber adds one idea: a platform that passes through alignment as it travels, two joins that must hold at once, a sight line through a window frame, an edge that is only a shadow, and one join you have to keep while a lift carries you.

Two colours per room and nothing else. There are no light nodes anywhere in the project — every surface is flat and unlit, there are no textures, no shadows and no fog, and depth reads purely from overlap. That is the whole visual budget, spent on the one judgement the game asks you to make.

Nine chambers ship and seven of them have been played end to end. Chamber 6, the gravity-flip room, cannot currently be finished — its door sits on a wall face nothing has yet reached, so the gravity flip has never fired in a completed run. Chamber 9, the finale, has never returned a verdict either: a scripted player forms its first join and crosses it, then runs out of clock partway through. Nobody has finished this game, and the completion screen has never been on screen.

Plays with KeyboardMouseTouch
WASD or the arrows to walk and strafe, the mouse to look, E to grab and release an anchor block, Space to start, Esc to pause. There is no jump. Looking is pointer-driven rather than an input action: the pointer locks when the browser allows it, and otherwise you hold the left button and drag. On touch, a walk pad floats under your left thumb, a GRAB button appears at the lower right when an anchor is in reach, the pause glyph sits top right, and dragging anywhere else turns the view.

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