Including equipment tiles used in-world as blocks.

  • All tiles have the same material properties.
  • They are solid and immobile, with no passive behaviour.
  • They are distinguished primarily by appearance and player-activated functions.


Equipment tiles are fully transparent apart from their 2d graphic.

Most block tiles are fully opaque, except:

  • Glass blocks are semi-transparent.
  • Some blocks have irregular shapes with transparent areas.

See Building Items to view available graphics.


Most tiles fully occupy a cell's horizontal area, except:

  • Signs occupy only the back edge, and do not obstruct east-west movement through the front of the cell.


Most tiles are 8 pixels tall.

Height Exceptions
height (pixels) tiles
4 low table
12 sign
16 door, (whole) blocks: glass, cement, brick, wood.
26 townstone


Tiles can be forced to occupy the same space using any placement mode, and can be removed one at a time by targetting the same place.

Packed tiles can have the appearance of a single block, although tiles with irregular graphics can sometimes show through.

The appearance and removal order are unrelated to placement order, but follow some other fixed scheme.

Partial lists (half-blocks):

Graphic priority (high to low)
appearance dirt cement road grass sand
Removal order (first to last)
removal grass road sand cement dirt


Some tiles retain information that distinguishes them from others of the same type (and owner).

  • Signs retain text
  • Spikes may be clean or bloodstained
  • Pixel Pistol keeps an ammo count
  • Telepads have unique IDs, and may be disabled or enabled with a specific partner.


Some blocks have player-activated functions and abilities.

Placement visual difference range
(Allow 1..2 pixels horizontally for collision detection)
townstone Creates a town when placed.

Cannot be placed in an existing town.

Cannot be picked-up.

spikes Kills a character on contact Bloodied after a kill for about 1 day.
road 2x walking speed 16 pixels upwards from top surface. Effects can cancel but not multiply.
sand 1/2 walking speed
fake floor

Solid for its owner, non-solid for others.

Trap graphic visible to owner only.

Cement that disappears for others.

Action key
sign Displays a message to the interface.

World-height cylinder: 32 pixel radius circle horizontally, from the midpoint of the sign (not the cell).

telepad Teleports the character to the telepad it is linked with if enabled.

Displays its ID to the interface otherwise.

Blue if enabled, red if disabled.
door Becomes non-solid to some characters based on its type:

  • anyone
  • owner
  • citizen of the town in which it is placed
Open and close animation.

Handle colour depends on type.

Command only
safe No in-world effects. Closed, or open with quantity indicator visible.

Sign SelectionEdit

Action and /sign command select the nearest sign horizontally.

Vertically however, the sign at higher altitude is generally preferred, but with exceptions according to some rule that has not yet been determined.

Door ExtrasEdit

Characters can open doors without using the action key by walking against their sides for a moment.

Doors will remain open as long as a character is moving in or out of them.

Characters can be trapped inside doors by standing in them when they close, but can escape using the action key if they have correct privileges.


While standing near a block you own placed in-world, enter the command in chat.


/sign <your text>
  • Allows a maximum of 250 characters.
  • There is no line-break or other formatting control codes.
  • The displayed message uses variable-width text.

Extra whitespace between displayed lines is removed, so it is possible to control the start of a new line exactly. Fancier formatting has been known to break after succeeding for a while.


/telepad <other telepad ID>
  • Both telepads must be currently disabled and placed in-world.
  • You must own both
  • Setting one sets both

Actioning an unlinked telepad will reveal its ID, which can then be used to set the other one.

Removing both telepads in a pair will unlink them, but they will remain linked if moved one at a time.


Detailed in Safe commands.


The townstone has no commands itself, but creates a surrounding town in which Town commands can be used.

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