The Interior

intermediate feature

Voxel Pyramid · Guide

The interior is a true-3D labyrinth built on a unified floor framework anchored to the pyramid axis, so cells line up vertically across every floor.

Pyramid interior: descent, galleries and maze

Descent and galleries

From the south entrance, a switchback descent drops through tiered galleries toward the deep burial chamber, with side rooms at the landings. Stairs are 3-wide with landings.

Maze and dungeon

Floors are filled with a braided maze (a recursive-backtracker with loops added, so there are multiple routes rather than one solution) and dungeon room-graph bands of linked rooms with multiple exits. The Complexity setting controls cell size, loops and inter-floor stairwells.

Rooms

Rooms overlay the lattice deterministically per floor:

  • Hypostyle halls — forests of microvoxel columns with braziers.
  • Painted chambers — plaster walls with altars and statues.
  • Double-height halls — a balcony ring with a parapet, a bridge with a parkour gap and ascending platforms.
  • Pit rooms — a deep pit with lava, water or debris and stepping stones, sealing the floor below.
  • Treasure vaults — gold piles and a gilded band in the masonry.

Tomb decor

The burial spaces are dressed with a sarcophagus, canopic jars, altars, statues, vases, cobwebs and tinted wall reliefs (Egyptian motifs on an alabaster ground). Decor density is controlled by the Decor Density setting.

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