Both Trial 3: Interactive Mech
Drag to orbit, scroll or pinch to zoom, double-click to recenter
Orbit the 3D model or tap any image to inspect it full screen.
Drag to orbit, scroll or pinch to zoom, double-click to recenter
Original low-poly mech, 16 consistent headings, 2 alternating leg phases
512×896 native, 6 colors, 2× display scaling
512×896 native, 6 colors, 2× display scaling
512×896 native, 6 colors, 2× display scaling
256×448 native, 12 colors, 4× display scaling
256×448 native, 12 colors, 4× display scaling
256×448 native, 12 colors, 4× display scaling
512×896 native, 12 colors, 2× display scaling
512×896 native, 12 colors, 2× display scaling
512×896 native, 12 colors, 2× display scaling
Generator-chosen violet-gray six-color colony
Generator-chosen black-orange six-color colony
Generator-chosen navy-steel six-color colony
Sharp geometric silhouettes, layered flat shapes, and subtle shadows
Limited-palette pixel clusters and grid-first factory readability
Clean sprites under combat load on a graphite industrial grid
Clean sprites with sunlit clay terrain and weathered warm machinery
Limited-palette combat sprites on a dark navy industrial grid
Warm limited-palette sprites with teal allies and brick-red raiders
Warm textured materials, grounded frontier color, and strong silhouettes
Compact building carousel, cost controls, then exact plot selection
World-first building wheel with a narrow placement ribbon
Slim building palette, live ghost preview, and plot validation
Flat symbols, compact status chips, and coherent controls
Original 2048×4016 command interface generated without visual references
Drag-to-pan world with a slim permanent command rail
Selected-mech details and actions appear only when needed
Destination-first control with a contextual radial menu
Treasury, ore, population, and City Hall health
Focused construction flow
World-first command layout
Optimized transparent raster assets used by the game
Sixteen extracted and optimized transparent UI sprites