Move: WASD / Left Stick · Jump: Space / A · Sprint: Shift / L3 or LB
Attack: Left Click / X · Kick: G / B · Block: Right Click / Y · Menu: I / View
Build: 1-5 piece · R rotate · C color · [ ] scale · Shift+Click select · X delete · full build/edit also in menu
Camera: T / Right Stick Click · Avatar: V · Reset: P / Menu · Pointer Lock: Click world · Unlock: Esc
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XWorld Builder
Choose a classic Open world, then log in and build or play. The default look is bright blue sky, green land, and normal daylight.
Empty World = flat blank land for building. Populated Builder World = roads, trees, buildings, fences, lamps, and scenery. Full Game World = launch the current included XWorld runtime. Openworld Builder = launch the original builder-side full game world with zombies and chunked open-world systems.
This prototype stores player profiles and built objects in local browser storage.
Avatar Editor
Inventory / Build Interface
Profile -
Camera 3rd Person
Placed Blocks 0
Selected Piece Cube
Controller: View/Share opens this menu. D-pad up/down moves focus. D-pad left/right or LB/RB changes tabs. A selects. B closes. Use the world inventory with the mouse for drag and drop building.
This stripped build keeps the original tab flow, but quest systems are removed for now.
Use LB/RB or D-pad left/right to cycle exactly through the original tab order: Inventory → Quests → Shop → Crafting → Building → Dialogue → System.
Shop systems are stripped out in this reset build.
This tab remains so the controller tab flow matches the original menu structure more closely.
Crafting is not active yet in the stripped build.
Build/edit work is still driven from the Building tab and the in-world controller controls.
This keeps the original controller flow centered on the inventory/menu button, then lets you drive build/edit from the menu and the in-world controls.
Dialogue systems are removed in this world reset.
This placeholder keeps the same controller tab path as the original game.
World files export the current built world so players can download it, keep it, and upload it later to fully overwrite the current world. Uploading a world file deletes the current placed world objects and loads only the uploaded world.
Environment Editor
Mesh Asset Uploader
Upload a GLB to create a placeable asset.
LOD: none detected
KTX2: supported for GLB / GLTF imports that reference KTX2 textures.
No player mesh avatar assigned. Select a mesh asset above, then assign it here.
Upload a rigged GLB for the avatar. You can also upload separate animation GLBs and assign them to idle, walk, run, and jump. For best results the animations should use the same skeleton bone names as the avatar mesh.
Terrain Editor
Open tools: choose a terrain mode, then click the ground to sculpt. Hotkeys: 7 raise, 8 lower, 9 flatten, [ and ] change brush size.
Full Building Mode
World Inventory
Drag shapes or saved objects out into the world. Use the object menu to take items into inventory or move them to Trash. Delete saved objects from inventory with the trash buttons, then empty Trash when you are ready.
Shape Library drag out to world
Materials
Saved Objects single objects, prefabs & sets
Trash
Object Tools
Prim
Edit
Inventory
Linking
Edit Object
Full object edit menu for the selected world object.
Resize (meters)
Rotate (X / Y / Z axis)
Advanced Shape
Vehicle Settings
Attach To Avatar
Inventory Item
Pick an avatar part to attach this saved object or linkset to.
Attached Item
Attachment
Attachment
Edit Attachment
Adjust the attached object without detaching it.
Offset
Rotate
Scale
Player Tools
Avatar Parts
Choose Part
Reset
Avatar Presets
Edit Player Part
Edit the selected avatar part and reset if needed.
Offset
Rotate (X / Y / Z axis)
Scale
Create Enemy From Avatar
This copies your current avatar look, attachments, colors, scale, and transparency into an enemy preset you can drag into the world later.