Slice Tower 3D

A real 3D tower slicer — time the blade, split the layer, watch the halves fly

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About the game

Slice Tower 3D is the Slice Master tower game rebuilt in WebGL with Three.js. A tower of real slabs runs away beneath you into the dark, a heavy cleaver cartwheels left and right above the layer you are on, and one tap sends it into a dive. When it lands the block does not simply vanish: it splits into two genuine three-dimensional bodies that keep the widths the cut actually gave them, tumble away under gravity, throw a shower of sparks and fade into the fog. The camera drops one storey every time a layer falls, so a long run reads as an actual descent rather than a scrolling background. Nothing is downloaded — the wood grain and the brushed steel are canvas textures painted at load time, every mesh is built from box, cylinder, cone and sphere primitives, and the whole tower is drawn in four instanced draw calls.

Underneath the lighting sits the same game as the 2D Slice Master, number for number. Wooden blocks can be cut and steel ones shatter the blade, so every layer is a small aiming problem: the sweep is fast, the target is narrow, and the only answer worth having is the middle of the wood. Cut within 18% of dead centre for PERFECT and 50 points, within half the block for GREAT and 25, anywhere else on the wood for GOOD and 10. Every third clean cut in a row raises the multiplier one step, up to x5. Layers climb from six to twelve as the stages go by, the target narrows from 40% of the tower down to 11%, and from stage three whole layers slide from side to side while you are still lining the blade up.

How to play

Rules

Strategy & tips

Aim at the stripe, not at the block

The difference between GOOD and PERFECT is 40 points before the multiplier and 200 points after it, and the only thing that separates them is a few percent of the block width. Watch the white centre stripe rather than the block as a whole — the moment it lines up with the falling blade is the moment to tap, and on a wide early layer that window is generous.

Learn the sweep, not the target

The blade moves on a sine wave, which means it is slowest at the two ends of its travel and fastest in the middle of the tower. A target sitting near the left or right edge is therefore much easier to hit than one in the centre, because the blade dwells there. When a narrow block sits dead centre, tap slightly early: the blade is at its quickest exactly there.

A miss and a steel hit cost exactly the same

Both end the run instantly, so there is no such thing as a safe bail-out. If you are unsure, do not wait for a better pass — the sweep speeds up with the stage and the next pass will be harder, not easier. Commit to the block you can see.

Build the combo on the wide layers

The target is widest at the top of every tower and narrows all the way down, so the first two or three layers of a stage are where the multiplier is cheap to build. Reaching x5 by layer four means every hard layer underneath it is worth five times as much — the top of the tower is an investment, not a warm-up.

On a sliding layer, cut at the turn

A sliding layer moves on its own sine wave and, like the blade, it pauses at the ends of its travel. Do not chase it across the middle. Wait until the block is at the far left or far right of its slide, where it is briefly still, and take it there.

Steel is a wall, not a hazard to graze

Because the blocks tile the layer edge to edge, the wood is always flanked by steel with no gap in between. There is no margin outside the block at all: one pixel past the edge of the wood is a steel block, not empty air. Treat the edge of the wood as the edge of a cliff.

FAQ

Is this really 3D, or a 2D game with a 3D look?

It is real 3D. The scene runs on WebGL through Three.js with a perspective camera, a directional sun writing into a shadow map, a point light over the layer you are aiming at, distance fog that swallows the bottom of the tower and a gradient backdrop. Nothing is pre-rendered: every slab, the cleaver and both flying halves are built from box, cylinder, cone and sphere primitives in code at load time, and the two pieces of a cut block are real bodies with real widths, not a sprite animation.

What exactly counts as a PERFECT cut?

The game measures how far the blade landed from the centre of the wooden block as a fraction of half that block width. Land within 18% of dead centre and it is PERFECT for 50 points; within 50% it is GREAT for 25; anything else still on the wood is GOOD for 10. Because the measure is relative, a PERFECT is exactly as demanding on a wide block as on a narrow one in terms of percentage — but the narrow block gives you far fewer real pixels to work with.

How does the combo multiplier work?

Every clean cut adds one to the combo counter. The multiplier is one plus a step for every three combo, capped at five, so it reads x1, x1, x1, x2, x2, x2, x3 and so on until x5. It multiplies the base value of the cut, which means a PERFECT at x5 pays 250 points and a GOOD at x1 pays 10 — a factor of twenty-five between the best and worst possible cut.

What happens if I hit steel?

The blade is thrown off the tower with a red flash and a hard camera shake, and the run ends there and then. Steel is not a penalty you recover from, which is why every layer is a real decision rather than a rhythm you can button-mash. The same is true of a drop that misses the tower entirely.

Do I need to download or install anything?

No. The game is a single ES module that loads a local copy of Three.js from this site. There is no plugin, no app store and no account — it runs straight in the browser tab, and it works offline once the page has been cached.

My browser says it cannot run the game, or my phone looks softer than my desktop.

The game needs WebGL; if you see a message instead of the 3D view, update to a recent Chrome, Edge, Firefox or Safari, or enable hardware acceleration. On small screens the game drops antialiasing and halves the shadow map, but every rule, every threshold and every layer stays exactly the same — only the drawing budget changes. The 2D Slice Master on this site plays fine without WebGL.