LABYRINTH WARS 4D

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.
Kept below the other sliders' ceilings on purpose: cell count grows as N⁴, so N=40 already means ~2.5M grid cells to allocate. Much higher risks freezing or crashing the browser tab.
How much ONE Architect harvests from a mineral field over 256 moments of continuous mining (travel time not included).
Gradual spread across all barriers on the map, not independent per-barrier rolls. With N barriers, the full scale min → min×this×N is split into N equal bands (min→min×this, min×this→min×this×2, ...) and each barrier gets one random value from its own distinct band — so HP climbs smoothly across the map's barriers instead of clustering. E.g. min=100, this=16, 4 barriers → bands of 1600 up to a max of 6400, one barrier per band.
Neither player can damage the other's units or bases. Barriers can still be attacked.
Automatically hands control to the other player after the interval below. Note: each player's minerals/kinds-built/upgrade-levels readouts are always hidden from the other player, regardless of this setting.
One hyperplane rotates at a time, then randomly jumps to a different plane — same engine as the 4D maze's Labyrinth mode.
Unlimited minerals, no build prerequisites (build any structure in any order), and instant unit/base production — no build-time wait.
Off (default/usual): actions need the minerals in hand right now. On: you can request any action at any time — your balance can go negative, and each such action waits in a credit queue, starting automatically (in order) once your income has paid it off.
When on, an in-game window opens (like the other game panels — no popup) for the challenge. Certain events pause the WHOLE game — nothing simulates, no moments pass — until you clear one correct word (New/Old/dictionary match) in that window: starting to harvest a mineral field (and then periodically while continuing to harvest it), starting a new structure, a base's first completed unit, and starting an upgrade. There is no time limit — the game stays frozen for as long as it takes to answer correctly.
A challenge fires the instant an Architect starts harvesting a mineral field, then again every this-many moments of continued harvesting at it.
There is no time limit just to look at / think about a word. But the moment you give a WRONG answer, the challenge ends immediately and the game keeps running — no more waiting on the panel. Instead, the specific thing you were being challenged about (that mineral field for harvesting — blocked for EVERY player, not just you; that structure; that first unit; that upgrade) is blocked for this many in-game moments, then becomes available again on its own — no need to answer correctly to unblock it. 0 = effectively no delay, it's available again right away.
E.g. 1,2 = both players get challenges. 2 = only Player 2 is gated (Player 1 plays completely normally, no challenges, no freezes). 1 = only Player 1.
Format: key €€ value €£¥ key €€ value €£¥ ... — identical to the standalone Dictionary Set game's word list (e.g. cat €€ dog €£¥ eagle €€ fly). The mini-game's word-selection/New-Old/matching algorithm is an exact port of that game.
Each on-screen word is rendered one character at a time as an image named <prefix>_<char>.jpg, cycling through this list of prefixes per character (falls back to plain text if an image is missing).
Only these Characters Get Rendered as images; anything else (spaces, punctuation, characters outside this set) is shown as plain text instead.
Drag = box-select · Click = select · Middle-drag = orbit camera · Right-click = move/attack/harvest · 1-6 keys = rotate the 4th dimension into view
P1 💎150
P1 Kinds:0/6 Upg:0/8
▶ Player 1
P2 💎150
P2 Kinds:0/6 Upg:0/8
P1 Units 💎0/4000 · Bases 💎0
P2 Units 💎0/4000 · Bases 💎0
⏱ 0:00 | 0.0 moments
Drag = box-select (toggle to Rotate via the Left-drag buttons)  |  In Attack mode, drag = box-target enemies/barriers (auto-attacks if 1, else pick from a list)  |  Click = select  |  Shift+drag = add to selection  |  Middle-drag = orbit camera  |  Right-click = move/attack/harvest  |  WASD/Arrows = pan  |  Q/E = up/down  |  Scroll = zoom  |  1-6 = rotate 4th dimension
Left-drag:
Groups:
4D ROTATE (hyperplanes)

INFO

Click unit or base to inspect.

BUILD