The Interior
intermediate featureThe 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.

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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