Configure the 4D labyrinth before the map is generated. Each tube in the maze is a 3×3×3×3 hyper-cube of playable space. The map is grown with the true 4D version of the same corridor-growth algorithm as the 3D game. Grid sizes are kept smaller than the 3D version since cell count grows as N⁴, and k (corridor buffer) needs to stay small at low N — interior room is tight in 4D, so k=2+ can stall growth entirely below N≈14.
Drag = box-select · Click = select · Middle-drag = orbit camera · Right-click = move/attack/harvest · 1-6 keys = rotate the 4th dimension into view