VEXXON workbench

click to select · click a module then the ground to place
drag to orbit · scroll to zoom · delete removes the selection
drag a selected object to move it across and along the corridor
blue line = slider position · green line = end of the level

Vexxon Workbench

Help build Vexxon Level 2

Level 2 is going to be made by you. Rather than designing it alone, the plan is to build it from what this community creates — so the next level people play is one they had a hand in.

There are three things to do, and the third matters as much as the first:

1. Build a level. Pick modules, place them, fly it. You do not need permission or a plan — a short stretch that plays well is worth more than a long one that does not.

2. Share it. Sign in with the token that came with your game and press PUBLISH. Everyone can then see it and fly it.

3. Rate what others build. Please do this. Ratings are how the best ideas get found — a level nobody rates is a level nobody notices, and the ones that rise are the ones Level 2 will be built from. Fly a few, be honest, give stars.

The rest of this page is what everything does.

The corridor

A level is a corridor you fly along. Its length is measured in regions; one region is 10 world units. The whole level is always drawn — the slider under the viewport moves a blue marker along it and recentres the camera, it does not hide anything. The green line is where the level ends.

The player flies between height 5 and 70, and can move ±240 across the corridor. Anything outside that cannot be reached.

Placing things

Pick a module on the right, then click the ground. Modules are recipes: GROUND ONLY deliberately places nothing (a clear stretch), the wall types differ in how you get past them, and the rest are structures, enemies and pickups.

WALLfull span — you must fly over it
WALL LEFT / RIGHThalf the corridor, fly past on the other side
WALL GAPa slot to fly through, set by gap bottom/top
LASER WALLsweeping beam between posts
DESTRUCTIBLEshoot it away, segment by segment
BOX / BOX ROWblock obstacles; hits 0 makes one indestructible

Moving what you placed

Click to select, then drag it: that moves it across the corridor and along it at once. Height is a typed field, because a flat drag cannot express it. Delete removes the selection, Esc clears it, Cmd+Z / Shift+Cmd+Z undo and redo. Every drag is one undo step.

Views

ISOthe angle the game plays at — how a stretch will really read
ORBITfree rotation, for looking at something closely
TOPlooking down — lanes across the corridor
SIDElooking from the side — heights
FITframe the whole level end to end

Check

The left panel continuously checks the level against the game's own collision rules and reports anything that cannot be flown — a wall taller than the player can climb, a gap with no opening, opposite half walls too close together. Click a finding to jump to it.

Findings are warnings, not refusals: you can publish anyway if you know something the checker does not.

Playing

▶ PLAY runs the level in the real game, in an overlay. The run ends when you fly past the last object, so a level is as long as its content. Press CLOSE or Esc to return.

Edits are not live — press PLAY again after changing something.

Sharing

Sign in with the token that came with your game. You can publish one level; publishing again replaces it and keeps its rating. Other players' levels appear under Community, open read-only, and can be rated 1–5 stars. You cannot rate your own.

The image beside each level is its preview. A dashed border means it was drawn here because the server has none stored yet.

Saving

Everything autosaves to this browser as you work, so switching levels and reloading never loses anything. REVERT discards those local changes, CLEAR empties the corridor but keeps the settings.

press Esc or click CLOSE to go back
click the game to give it the keyboard
region 0