Lich Survivors · round 41 · the cave without seams or noise; the first view's light

2026-10-03. Anchor build only. Bordered = the game's default now.

The cave's textures had five far-apart tones and a dark crack round every patch, so every wall read as a mosaic. On the curved walls, each triangle chose its own projection, so the pattern also jumped at triangle edges. The first view was lit by a lamp at the tunnel mouth that reached 30 m into the room.

The first view, before and now

before: AS EXPORTED surface, AS BUILT tunnel light
before: AS EXPORTED surface, AS BUILT tunnel light
now (the default): SLABS, DIM
now (the default): SLABS, DIM

Run it

run.batstarts in the tunnel with SLABS and DIM
Vcave surface: AS EXPORTED / SLABS / QUIET (anywhere, live)
Ctunnel light: AS BUILT / LOW / DIM / DARK (in the tunnel, before the room's camera cuts in; the room's own lights are untouched)
Bdarkness, as before (the bounce light's level)

What changed

The first view: every surface × every tunnel light

tunnel light: AS BUILT

AS EXPORTED · AS BUILT
AS EXPORTED · AS BUILT
SLABS · AS BUILT
SLABS · AS BUILT
QUIET · AS BUILT
QUIET · AS BUILT

tunnel light: LOW

AS EXPORTED · LOW
AS EXPORTED · LOW
SLABS · LOW
SLABS · LOW
QUIET · LOW
QUIET · LOW

tunnel light: DIM

AS EXPORTED · DIM
AS EXPORTED · DIM
SLABS · DIM
SLABS · DIM
QUIET · DIM
QUIET · DIM

tunnel light: DARK

AS EXPORTED · DARK
AS EXPORTED · DARK
SLABS · DARK
SLABS · DARK
QUIET · DARK
QUIET · DARK

The room's camera (its light unchanged)

AS EXPORTED
AS EXPORTED
SLABS
SLABS
QUIET
QUIET

The textures, at the same scale (8 m square)

rock · as exported
rock · as exported
rock · SLABS
rock · SLABS
rock · QUIET
rock · QUIET
floor · as exported
floor · as exported
floor · SLABS
floor · SLABS
floor · QUIET
floor · QUIET

What this round decides, and what it leaves

Yours: which surface (or neither), and how much light the tunnel throws. Not settled yet: the two rings on the dome, the thin rim of rock round the tunnel's mouth, and the room's own light (unchanged here). If a surface is close but not right, say which way it should move: more texture, less, bigger patches, warmer or cooler.