Feature
Walk in.The door's on E.
First-person mode runs in the tab the design already lives in. WASD walks, Shift runs, the mouse looks — pointer lock, the reticle is the pointer. E opens the door in front of you, V steps outside yourself, Esc hands back the keys. And editing still works from inside the house.
The keys, all of them.
WASD walks, Shift runs. The mouse looks — pointer lock engages, and the reticle becomes the pointer. V switches to third person so you can watch yourself walk the garden path. Esc leaves walk mode and returns the cursor. That is the whole manual.
Edit from inside the house.
Editing is one capability, armed by the Design door, B, or the tool keys — and it works from inside. Stand in the room, cut the window into the wall you're looking at, and the daylight arrives through it: every daylit opening carries a RectAreaLight into the room, so interiors light correctly instead of glowing uniformly. Same switch, same undo, no mode where the walls go dumb.
Twenty-one people, all present.
Walk mode is where collaboration gets physical. 21 distinct people — real character models, CC0 — each with a name over the head and a shirt colour derived from the account id, the same on every screen. Presence shows in every view: an orbiting peer reads · viewing. Gait is driven by observed motion — a peer on a bad connection walks slowly; nobody skates.
Then walk it together.
Share the link and the walkthrough becomes a viewing. Viewer roles write nothing — enforced by the server, not the client. Voice runs browser-to-browser, up to 8 seats, and the mic track is stopped — not disabled — when it's off. Turn-taking is automatic: the turn wheel claims on the first change and releases 4 seconds after the last.
Open a tab.
Walk in.
Your house, first person, in the browser you already have open. E opens the door.