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About
3place is a shared 3D canvas built across Earth. Zoom in, choose a voxel, and build alongside everyone else.
How it works
- Painting and erasing use charges, which regenerate over time.
- Your first paint at a coordinate each UTC day earns bits and XP. Bits buy refills, permanent upgrades, Community Beacons, and Firework Crates.
- Every voxel is public and can be repainted or erased. No place is owned or protected.
Rules
- Build around existing work when you can. The 3D canvas has room to grow, so keep repainting other people's artwork to a minimum.
- Repainting and erasing are allowed, but repeatedly targeting a person or recognizable artwork to disrupt it is griefing.
- Keep the world appropriate for a 13+ audience. Mild, non-explicit suggestive themes are allowed.
- No explicit nudity, sexual acts or fluids, pornographic content, sexualized depictions of minors, or graphic gore.
- No hateful content, harassment, impersonation, or spam.
- No bots, cheats, limit evasion, or payment abuse.
- Use one account only. If you used more than one before this rule, choose one and use only that account going forward; earlier activity will not be punished.
- Report voxels, players, or alliances that break these rules with the flag controls.
Made by
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Map credits
Map data: © OpenMapTiles · © OpenStreetMap contributors. Tiles served by OpenFreeMap.
Terms & refunds
Last updated 10 October 2026
3place is a shared voxel canvas. Placing voxels costs charges, charges regenerate on their own, and bits are the in-game currency you can spend on more of them. You can earn every bit by playing. Buying them is a way to skip the wait and to support the project.
What bits are
- Bits are a virtual in-game currency. They have no cash value.
- Bits may be gifted between ordinary player accounts using 3place's Gift feature. Sending gifts unlocks 72 hours after account creation; receiving and spending bits are available immediately. Completed gifts are final. Bits cannot be sold, exchanged, or converted back into money.
- They can only be spent inside 3place, on what the shop offers.
- Balances may be adjusted in cases of fraud, refund, or chargeback. If you have already spent bits that are later refunded, your balance can go negative until you earn or buy your way back above zero.
- 3place may change prices and what bits buy. Bits you have already bought keep working; the shop may simply offer different things.
Payments
- 3place is a product of Artist Alley Org LLC. Artist Alley Org LLC is the seller of bit packs, and all proceeds from those purchases help fund Artist Alley and its work. Buying bits is a purchase of virtual currency, not a charitable donation.
- Bit packs are one-time purchases, priced in US dollars. Your local currency and any conversion fee are between you and your bank. In the 3place Steam app, Steam charges your Steam Wallet in its own currency at Steam's exchange rate.
- Payments are processed by Stripe or PayPal, or by Steam in the 3place Steam app. 3place never sees or stores your card number.
- Your card or PayPal statement will show 3PLACE. Steam purchases appear in your Steam purchase history.
- Bits are added automatically once the payment clears. This is usually instant, but can take a few minutes. If a purchase has not arrived after an hour, email us rather than paying again.
Refunds
- Email [email protected] and we will sort it out. Include the email address on your 3place account.
- Unspent bits are refunded on request within 14 days of purchase, no questions asked.
- Refunds required by the law where you live are always honoured, whatever this page says.
- A refund removes the bits it paid for from the purchasing account, even if those bits were spent or gifted. That account's balance may go negative.
- Please ask us before opening a chargeback. A chargeback costs us a fee and gets the same outcome as an email, slower.
Who can buy
- You must be at least 13 years old to have an account.
- If you are under 18, get permission from a parent or guardian before buying anything.
- If a purchase was made without permission, email us to request a refund.
Content and conduct
- Keep the world appropriate for a 13+ audience.
- Mild, non-explicit suggestive themes are allowed.
- Do not post explicit nudity, sexual acts or fluids, pornographic content, sexualized depictions of minors, or graphic gore.
- Do not post hateful content, harass or impersonate other people, or spam.
- Do not use bots or cheats, evade limits, or abuse payments.
The world is shared
Voxels are public and anyone can paint over them, including voxels you placed with purchased charges. Buying bits buys you charges, not ownership of a place on the canvas. The 3D canvas has room to grow, so build around existing work when you can and keep repainting other people's artwork to a minimum. Repainting and erasing are allowed, but repeatedly targeting a person or recognizable artwork to disrupt it is griefing.
Accounts
Use one account only. If you used more than one before this rule, choose one and use only that account going forward; earlier activity will not be punished.
We may time out or permanently ban an account for abuse, cheating, or payment fraud, and may remove some or all current voxels still authored by that account. Edit history and moderation evidence may remain. Unspent bits on a suspended account are refundable at our discretion, and always where the law requires.
When multiple accounts continue ongoing disruptive activity from the same recent network address, we may temporarily pause painting, recoloring, and erasing by non-staff accounts using that exact address for up to 24 hours. This does not block viewing or sign-in. An affected painting attempt shows the scheduled end time and how to contact us if it seems wrong.
The free-for-all
3place.world's free-for-all, chosen from 3place.world's main menu, is part of 3place. These terms apply there, with the same account and the same content and conduct rules. What differs:
- Painting over and erasing anyone's blocks is the game. It is not griefing in the free-for-all, but harassing a person still is.
- Everyone there plays under their name: nearby players see your handle over your astronaut, even if you chose Anonymous on 3place.world.
- Bits are not used there, and nothing there can be bought.
- We may time out or ban an account in the free-for-all alone and remove its blocks there. A timeout or ban on 3place.world keeps that account out of the free-for-all too.
- We may change how the free-for-all works, and we may pause, reset, or close it.
Questions: [email protected]
Privacy policy
Effective 10 October 2026
Artist Alley Org LLC (“Artist Alley,” “we,” or “us”) operates 3place at 3place.world. This policy applies to 3place. It does not replace the separate privacy policy for the Artist Alley marketplace.
Privacy at a glance
- Public and lasting: placements and edit history can show exact world coordinates and your account attribution. For a protected staff action, ordinary viewers receive Staff member instead; authorized moderators and admins retain canonical attribution. A current voxel may be overpainted, erased, or removed by moderation, while its edit history and applicable moderation evidence are kept for the life of the service.
- Location is optional: 3place does not automatically ask for your device location. If you choose the location control, your browser uses it once to move the map and 3place does not store the raw position in your account.
- Temporary or private: live presence ends when you leave or disable it, signed-in gameplay IP observations leave live moderation lookups after 30 days, saved places are account-private, drafts stay in your browser, and imported templates are stored on your account until you delete them. Source model files and textures stay on your device.
- No data sales or behavioral ads: 3place does not sell your information, use behavioral advertising, or store full card numbers.
3place is a public, shared voxel world laid across a map of Earth. Where you build, publish, or appear can associate your account with a place you chose to visit; it is not normally your device's physical location. Avoid a home, school, or other sensitive place if you do not want that association public.
Information we collect
Accounts
- When you sign in with Google, Discord, X, Bluesky, Telegram, Twitch, or Steam, we receive an identifier for that account and any email, display name, or profile image allowed by the permission shown during sign-in. For Steam, including in the 3place Steam app, we receive your Steam account ID and the public Steam name and avatar Steam shares; the app's sign-in ticket is checked with Steam and not kept. We do not receive your password or keep provider access tokens as your 3place credentials.
- You can connect additional sign-in accounts in account settings. We store their provider identifiers, verified usernames and profile details, connection and authentication times, and your sharing preferences. Social sharing starts off; Google and Steam stay private. If you make a social public, nearby named presence and your player profile can show its username or profile link, including on your profile while offline. Twitch has a separate option to show when you are live, which shares your channel and a LIVE indicator. We check public Twitch stream status while you are connected and temporarily cache the result. Anonymous or Hidden accounts do not share socials or Twitch status in presence or player profiles, including with moderators. Disconnect removes that sign-in connection and its sharing preferences; your 3place account and content remain. Provider identifiers and email addresses are not included in public social or live indicators.
- We store your handle, whether moderation has locked handle changes, account and activity times, provider profile-image URL and cached image copy, any profile picture you upload, avatar body and selected trail color, public nearby-presence choice, staff-only body, alliance-attribution, and public staff-status visibility choices, alliance, balances, purchases, gifts, progress, staff mode, and account or moderation status. A name-enforcement audit retains the replaced and safe replacement handles. Uploaded profile pictures are public while selected. Provider pictures are copied and served by 3place under random image addresses; other players do not receive the original provider image URL. The picture itself may still be recognizable elsewhere. For a timeout or permanent ban, we store a separate reason written for the restricted account. After a verified sign-in, that account can view the restriction type, any end time, and this reason without receiving a normal session. Staff may also send a private account warning. We store its text, the staff issuer, delivery time, related remediation, and when you acknowledge it. Only you and authorized staff can view it. The acting moderator or admin, staff-only notes, reporter identity, and evidence are not shown to the restricted account. Staff presentation and world-action privacy are recorded separately. At action time, Anonymous or Hidden staff placements and all moderation-tool world changes store a protected-attribution marker; Named staff placements remain publicly attributed. Authorized moderators and admins retain canonical authorship and immutable audit records. Staff may irreversibly apply the same public protection to a report-linked older staff batch.
Public gameplay and community information
- Public player profiles show your handle, effective profile picture, join date, level and XP progress, lifetime and recent paint totals, leaderboard standing, voxels still standing, and visible alliance. Player profiles do not show whether an account is staff. Leaderboards and profiles also show the countries and continents where you paint, your paint totals and ranks there, trophies, champion crowns, and painting streaks. Alliance boards show member contributions and team awards. These places describe where your paint landed in the game, not your physical location. Profiles also let people browse your public templates and approved Showcase posts. Only you and authorized moderators and admins can browse your editing sessions, including times, edit counts, and historical world locations. Sign in to view your own activity; this feed is hidden from other players. Public profiles do not show your last-seen time, current presence location, balances, or private sign-in details.
- Placements and erases include exact 3place coordinates, color, time, and author. The current voxel also records whether Staff Mode was active for that placement. Voxels and edit history can be public with your handle and profile image. An admin may remove every current voxel still authored by a permanently banned account, while retaining edit history, staff audit, and restoration evidence. Inspecting a current voxel also shows your current alliance. Staff may disable that public alliance attribution; inspecting a staff-mode placement still shows a generic staff tag. Ordinary views of a protected action use the non-account label Staff member across current voxels, edit history, replay, contributor counts, and report receipts, without the canonical id, handle, profile image, or alliance. Protected User Mode placements spend ordinary charges but create no personal rewards or public score. This protection is fixed to the action; later visibility-setting changes do not rewrite it.
- Community Beacon, Firework Crate, and Tactical Nuke purchases store the account, chosen world coordinates, item, and time. Legacy beacon coordinates are public on the map, firework coordinates are sent live to connected players so nearby clients can show the launch, and a scheduled nuke's coordinates and countdown are sent to all connected players so every client can show the strike. These effects do not publicly identify the purchaser. Player-hosted Community Beacon events publicly show their name, description, host handle, location, and scheduled times. Contributions, refunds, and per-event energy balances are stored privately for the account and authorized staff.
- Emotes contain only preset emoji choices. Nearby emotes go to nearby players; Alliance emotes go only to current members of the sender's current alliance; World emotes go to connected players across the world. Alliance access ends immediately when a member leaves or switches, and staff or moderators outside the alliance do not receive those emotes. Alliance and ordinary World emotes share the fixed choice, time, and projected sender identity, not a pose. Sending a World help invitation also shares its exact in-world location. Help sent to Alliance is an ordinary emote and creates no invitation or location disclosure. The invitation stays active for up to five minutes, until you resolve it, or until it is otherwise closed. Choosing On my way shares your visible name or anonymous identity with the invitation's viewers. Emote identities follow your Named or Anonymous presence choice; authorized moderators can receive canonical signed-in identities only when they are in that channel's delivery audience, so an Alliance emote always requires current membership. Hidden staff cannot send public emotes or join invitations. Recent ordinary emotes stay in bounded server process memory for up to ten minutes so players who join or reconnect can see recent messages; the server copy clears on restart. For that history, Nearby emotes also temporarily retain their send-time in-world position, used only to decide whether the message belongs to a viewer's current Street area and never included in the emote shown to players. Alliance history remains available only to current members. Active invitations and responses stay in server memory; receiving browsers keep a limited feed for the current page session and clear its Alliance history when the viewer leaves or switches alliances. Emotes and invitations are not saved to the database or browser storage.
- Nearby players may receive your in-world position, viewing direction, and selected cell while you are connected. Receiving devices derive a short movement trail from those recent live poses; 3place does not transmit or store separate trajectory points. Signed-in players can choose Named or Anonymous public presence. Named shows an avatar, handle, and the selected Solid trail color. Anonymous shows other players a default avatar without the handle and uses a temporary standard Solid color; the selected trail color is not included in that public projection. Each device can show Full, Simple, or Off trail effects. Authorized moderators and admins still receive the real handle, avatar, position, viewing direction, selected cell, and trail color of every nearby signed-in player. Staff can separately choose whether visible presence shows a generic STAFF badge and Rainbow trail, independently of unlimited staff painting. Anonymous with that choice on reveals staff status but not identity. Staff can also choose Hidden, which reveals no public avatar, anonymous placeholder, aim, badge, or trail; other authorized staff still receive the canonical presence and actual staff status. Signed-out walkers remain anonymous; moderator views label them signed-out guests but receive no account identity for them. Except for an enabled generic staff status, public views receive no account-status distinction. A signed-in account without a handle is shown to staff by account number. Live presence stays in server memory, while the current-voxel staff tag described above persists with that voxel.
- In Street, Nearby connects people around the in-world place they are viewing in Orbit or their ground area in first-person. People enter this community within 4,096 world cells horizontally and can remain until 4,608 cells. Named players share that in-world area with eligible nearby viewers through View area, even when their avatar is too far away to render. Public anonymous players remain grouped and do not share a navigable area in this list. Authorized moderators receive canonical account identities and areas; Hidden staff remain absent from public rows and counts. Nearby emotes reach this community independently of the displayed player and avatar limits, and their recent history temporarily retains the sender's send-time area. These areas and membership stay in server memory. Inactive players leave the community after five minutes, and their live state is cleared on disconnect.
- In the 3place Steam app, while you are signed out or your presence is Named, the app tells Steam what you are doing and the name of the game area in view, for example Painting in Albuquerque #3. Steam shows this status with your game activity to the people your Steam privacy settings allow. Choosing Anonymous, or Hidden for staff, sends Steam no status. The status ends when you close the app, and 3place does not store it.
- Templates contain the creator, optional alliance, name, exact world anchor, dimensions, voxel count, palette and voxel data, visibility, frozen revisions, and moderation state. Imported templates are stored on your account until you delete them and are private until you share them with your alliance or everyone. Public templates are visible to anyone; alliance-only templates are visible to current members. Saved copies are independent private templates on your account. Builds record which template you placed, where, and its rotation.
- Reports can include the people, alliance, or hosted template involved, coordinates, public profiles, exact template revision and name, evidence, optional context written by the reporter, staff notes, and actions. Staff can also record a separate response for the reporter. A signed-in reporter can view their own report number, submitted reason, safe target or location snapshot, review state, and that public response. A report about a protected world action retains the canonical staff author as restricted evidence while the reporter's receipt uses Staff member. Full report evidence, reporter-written context, staff notes, staff identities, enforcement details, and other reporters are restricted to moderators and admins and retained with the report. To investigate suspected alternate-account abuse or restriction evasion, authorized moderators and admins can use an open account-linked report to view 30 days of recent signed-in game-connection IP addresses and exact same-IP, same-day matches to other reported accounts. Every IP-and-match lookup is audited without copying an IP address into the audit or requiring a written case reason. Network observations for an account that is or has been staff are protected from this workflow; granting a staff role removes retained observations and any active pause address, and later role removal does not restore collection. Shared-IP evidence is supporting context rather than proof by itself. When other evidence shows ongoing disruptive activity, authorized moderators and admins may temporarily pause painting, recoloring, and erasing by non-staff accounts using one recently observed exact IP address for up to 24 hours. Viewing and sign-in continue, and an affected painting attempt shows the scheduled end time and contact route. If staff-channel notifications are enabled, Discord receives a limited report-operations feed containing an access-controlled 3place report link, report and action numbers, kind, fixed reason, target type and numeric id, the target account handle captured when a voxel or user report is submitted, optional report coordinates, lifecycle state and public disposition, fixed enforcement action kind, affected voxel count, timeout expiry, and event time. That feed does not include reporter identity or context, other handles or names, avatars, staff identity or notes, public-response prose, restriction reasons, or evidence. Showcase submissions include a photo or a finished replay video and poster, the photographer, times, review status, and either the photo camera pose or the replay’s history area, time range, edit and contributor counts, and lifetime/range label. Approved Showcase media, metadata, and attribution are public.
Location and map use
- The browser asks for device location only after you choose My location. Your browser may ask for permission. It uses the result once to move the map. 3place does not send the raw position to its server as a separate location field or store it in your account.
- Map-tile requests reveal the displayed area, IP address, and browser details to 3place and OpenFreeMap. OpenFreeMap applies its own privacy practices.
- Street view, painting, saved places, hosted templates, Showcase, and presence use world coordinates that can be converted to latitude and longitude. Opening a cell's Google Maps link sends its coordinates to Google.
Private, payment, and technical information
- Saved places are private account bookmarks with a world cell and optional name. Imported source models and textures, drafts, local guide progress, and most preferences stay in your browser. Imported templates are stored on your account until you delete them; sharing only changes who can see them.
- For purchases, we store provider order and payment identifiers, pack, amount, currency, status, and times. Stripe or PayPal processes payment details; 3place does not receive your full card number. In the 3place Steam app, Steam processes the purchase: we send Steam your Steam account ID, the pack and its price, and your IP address, which Steam requires to approve the purchase.
- We process IP address, request and connection metadata, device information, and security signals. When you connect to gameplay while signed in, we coalesce your account, IP address, and UTC day into a short-lived moderation observation. Graphics-failure diagnostics can include renderer, screen characteristics, failure details, IP address, and user agent.
The free-for-all
- 3place.world's free-for-all, chosen from 3place.world's main menu, is a separate game with its own server and database, also run by Artist Alley on Railway. You play it with your 3place.world account. It offers no purchases or bits, alliances, templates, Showcase, profile pictures, emotes, or saved places, and its world is not a map of Earth.
- When you play it, 3place.world sends the free-for-all your account number, handle, staff role if any, staff presence choices if you are staff, the version of the avatar you made in Creative if any, and your IP address. It does not send your Named or Anonymous choice, email, sign-in accounts, profile picture, or cookies.
- The free-for-all stores a copy of that account, its own session for it, your charges, your astronaut's last position, the blocks you place and erase with exact coordinates, color, time, and author, for each day how many of your blocks still stand and when they were placed, what your blocks earned in craters, and reports, staff actions, restrictions, and signed-in game-connection IP observations, handled as described above for 3place.world.
- Everyone in the free-for-all plays under their name. Blocks and their edit history are public with your handle, and nearby players receive your astronaut's live position, viewing direction, the block you aim at, and your handle, even if you chose Anonymous on 3place.world. If you made an avatar in Creative, they see you wearing it, their game downloading it from 3place.world. Staff who chose Hidden stay hidden from ordinary players there too, and authorized moderators and admins still receive the real identity. If you erase someone's blocks, they are told the name your edit history shows and how many you erased.
- Each of your blocks still standing earns you points. Anyone can see today's, the week's, and the season's leaderboards, which show the top places' handles and points, and you also see your own place. When a season ends, its final top places are kept with their handles and points.
- A timeout or ban in the free-for-all applies only there. While you are signed in to 3place.world, the free-for-all shows you the restriction type, any end time, and the reason written for you. A timeout or ban on 3place.world also keeps you out of the free-for-all.
- The free-for-all's records follow the same retention as 3place.world's, described below.
How we use information
- Provide accounts, the shared world, the free-for-all, presence, saved places, hosted template sharing, alliances, and Showcase.
- Attribute activity, process purchases and refunds, and keep financial records.
- Handle support, enforce rules, prevent abuse, secure the service, and comply with law.
Where required, our legal bases are performing our agreement with you, complying with law, our legitimate interests in running and protecting 3place, and consent for location or another consent-based use.
How we disclose information
- Other people receive public world activity, the Staff member projection for protected world actions, approved Showcase media, metadata, and attribution, leaderboard and alliance information, public hosted templates, Alliance emotes and alliance-only hosted templates when they are current members, public profile pictures, enabled public alliance attribution, enabled nearby presence and Named trail colors, generic staff badges and Rainbow trails attached to visible staff presence, and staff-mode tags attached to voxels.
- Service providers process information for us: your chosen login provider handles sign-in; Stripe, PayPal, and Steam handle payments; Railway and its infrastructure providers host the service; OpenFreeMap serves map tiles; Discord may process the limited report-operations feed described above when staff notifications are enabled; and Google receives a coordinate if you open a Google Maps link.
- Legal, safety, or business disclosures may occur when reasonably necessary for law or legal process, fraud or security investigations, protecting people or 3place, or a protected financing, merger, acquisition, or asset sale.
We do not sell personal information, share it for cross-context behavioral advertising, or use third-party advertising pixels.
Cookies and browser storage
If the designated stream operator connects Twitch, the 3place server receives channel chat, Twitch user identities, and moderator badges to process camera commands. We store encrypted Twitch authorization until it is disconnected or invalidated, and save the stream camera position, tour, and designated computer identity. That computer remembers its identity in browser storage to reconnect after a reload. Only moderator and broadcaster camera commands enter a bounded temporary queue; queued commands expire after about two minutes and are removed during cleanup. Command replies, including shot names and operator status, appear publicly in Twitch chat. Other chat is not saved by 3place. Saved camera settings remain until replaced or removed; database backups follow our normal retention schedule. Twitch processes authorization and chat under its own privacy policy.
Necessary first-party cookies support sessions, sign-in, and access control. An active account-session cookie can last up to 90 days; temporary OAuth state expires after about 10 minutes. A one-time restriction-notice cookie can last up to 10 minutes after a restricted account verifies sign-in; it does not create an account session and is cleared when read.
Browser storage holds preferences including trail-effect detail, cached world data, local templates, blueprints, drafts, navigation state, and graphics-recovery state. When sign-in or handle creation would reload a finished replay, 3place can keep that one video, poster, and submission metadata on the device for up to seven days so the preview can resume afterward. It is cleared after submission, Retake, or discard. Browser controls can clear local storage, which may discard local work. Because 3place has no behavioral ads or cross-site tracking, Global Privacy Control and Do Not Track signals do not change its behavior.
Retention
- Raw device location is not retained. Live presence is removed when you leave or become inactive. Movement trails expire on receiving devices and are not retained as route history. A staff Hidden choice removes the public projection, not the in-memory presence available to authorized moderators. Device-only information remains until you, the browser, or 3place clears it.
- Account information and saved places are generally kept while the account is active or until the item is removed. Replacing or removing a profile picture deletes its live image bytes; a cached public copy may remain for up to five minutes.
- Hosted template projects remain available until an eligible player removes them or staff unlists them. Removal or unlisting ends player access; frozen revisions and report evidence are currently retained for the life of the service.
- Signed-in gameplay IP observations are used in live moderation lookups for 30 days and then removed by scheduled cleanup. Accounts protected because they are or have been staff are excluded, and granting a staff role purges their retained observations. A temporary painting pause stops using and exposing its separate exact-address copy at its end; an early or staff-protection end clears it immediately, and scheduled cleanup removes it within about one hour after natural expiry. The remaining non-address action record includes the source report and target, address family, duration, staff actor and role snapshot, times, and end state, and is retained with staff audits. The audit of which staff member used an IP-and-match lookup, including the report, target, role, and time but not a copied IP address or written reason, is also retained with staff audits.
- Current voxels remain until overpainted, erased, or removed through moderation. World edit history and canonical attribution, protected-attribution markers, retained removal evidence, reports and staff audits (including one-way staff-attribution actions, account-visible restriction reasons, private account warnings and acknowledgements, and replaced handles), economy history, gifts, and Showcase media, metadata, and reviews are currently retained for the life of the service. A protected staff author's canonical identity remains restricted rather than being deleted. Rejected, hidden, or withdrawn Showcase posts remain non-public moderation evidence.
- Payment and related financial, fraud, tax, and accounting records are kept as reasonably needed or required by law or provider rules.
- Non-public security, diagnostic, and operational logs are kept as reasonably needed for incidents, abuse prevention, and reliable infrastructure; timing varies by log and provider.
- Deleted live data may remain in backups. The longest current backup schedule is 89 days, unless a legal hold requires longer.
Your choices and rights
- You can add, replace, or remove your profile picture; restore the latest image from your sign-in provider when one is available; change your handle unless moderation has locked name changes; choose a Solid trail color; choose Full, Simple, or Off trail effects on your device; choose Named or Anonymous public presence; remove saved places and eligible hosted templates; withdraw Showcase posts from public display; sign out; control location permission; and clear browser data. Staff can additionally show or hide generic public staff status independently of unlimited staff painting, choose Hidden public presence, hide their alliance from public voxel attribution, and turn unlimited staff painting on or off without losing staff tools. Staff actions created while Anonymous or Hidden use Staff member public attribution; ordinary setting changes do not retroactively rewrite earlier actions. Moderators still receive canonical signed-in presence and actual staff status for live moderation.
- You may ask to access, correct, export, or delete personal information, or object to or restrict certain processing, by contacting us below. Available rights depend on where you live and why the information is processed.
- We may verify your identity. Some public world history or records needed for payments, moderation, security, backups, law, or legal claims may be retained or de-identified; we will explain any exception.
- You may complain to your privacy authority. You may also submit a verified request not to sell information, although 3place does not sell personal information.
International processing
Artist Alley is based in the United States. Information may be processed in the United States and other countries where our providers operate. Where required, we rely on applicable provider terms and lawful transfer safeguards.
Children and teenagers
3place is not directed to children under 13, and an account requires the user to be at least 13. Users under 18 must have permission from a parent or guardian. If you believe a child under 13 provided personal information, contact us so we can investigate and take appropriate action.
Security
We use technical and organizational safeguards, but no service can guarantee perfect security.
Changes to this policy
We will update the effective date and provide additional notice when a policy change is material.
Contact
Privacy questions and requests: [email protected]
Changelog
- In the free-for-all with Curved horizon off, the ground no longer warps as you move, and as you fly higher it curves away until the Moon is a ball below you.
- The free-for-all runs much more smoothly around big builds. The Moon now draws only the blocks you can see, so the tall towers by the landing site no longer slow it down.
- 3place now opens on a main menu. Press Play Creative to paint the map of the world just as before, or Play Free-for-all for a new game on the Moon, now in beta.
- The free-for-all is a building game on the Moon, played with your 3place.world account. Build anywhere but the landing site, where everyone arrives. Break anyone's blocks with your pickaxe or paint over them, as they can yours. Everyone there plays under their name, even if you chose Anonymous. If you made an avatar in Creative, you wear it there too.
- Every block of yours still standing earns you a point a minute. Today's leaderboard starts over at midnight Pacific, the week's each Monday, and the season's runs until a new season clears the whole Moon and starts again.
- Meteor showers come every few minutes near players, announced a minute ahead, and a meteor can break the block it hits. Each shower's big meteor leaves a crater where blocks earn double for half an hour, and once a day a giant meteor leaves a far bigger one that lasts three hours.
- You can place up to 10,000 blocks in a burst, and after that 10 a second. Walk all the way round the Moon, with a map of the ground around you in the top left corner.
- Turn on Curved horizon in the free-for-all's Settings and the ground curves away around you, so faraway builds rise over the horizon as you come closer.
- On phones, flying from the main menu into the free-for-all no longer stutters.
- The Terms and the privacy notice now cover the free-for-all. There, painting over and erasing anyone's blocks is the game, but harassing a person is still not allowed, and nothing is sold. The privacy notice explains what the free-for-all keeps, including points and leaderboards, and who sees what.
- In Isometric, zooming no longer makes patches of builds turn blurry for a moment while the sharper pictures load.
- Builds now download in a form about eight times smaller, so busy places fill in much sooner, most of all on slower connections. Unpacking them no longer takes time away from drawing, so moving around stays smooth while they arrive.
- Opening a shared link or reloading the page shows the builds there about a second sooner, in Isometric and in 3D, because they now load while the intro plays.
- In 3D, busy places fill in much faster after you zoom in. Over Las Vegas, the whole view now finishes about 3 seconds sooner.
- In Isometric, zoomed-out views fill in several times faster, because the game now asks for all the builds in view at once instead of a few at a time. Zooming into a new place also finishes loading about a second sooner. Places you have seen before show right away when you come back, even after reloading the page, and anything built there since updates a moment later.
- Zooming in close over a very busy place no longer holds up everyone's full-detail builds for a moment while the game draws that place's flat map.
- Builds load faster, most of all in busy places. What's on your screen loads first, and more builds are ready by the time the map glides into 3D.
- In Isometric, zooming quickly into a busy place shows the real builds much sooner. Before, the screen could stay covered in big, blurry blocks for a second or more, and parts that had turned sharp could go blurry again before the builds came in.
- With 3D picked, gliding into 3D keeps the builds the map already loaded instead of loading them again, so 3D fills in sooner.
- Panning and zooming the map is smoother, most of all on screens with a high refresh rate.
- Close to the ground, the street map under the builds is simpler: it shows the ground, water, parks, and main roads, without place names, road names, small streets, paths, or tunnels. The ground in 3D leaves out the same small streets and paths. Moving around close to the ground is much smoother for it.
- Zooming the map now has a little momentum, like moving the camera in 3D. Each scroll of the mouse wheel glides to a smooth stop. On phones and tablets, a quick pinch glides on a short way after you lift your fingers, and if you were dragging the map too, it keeps sliding instead of stopping.
- In Isometric, zooming in close now comes to rest where blocks look sharp. Each scroll of the mouse wheel, and each quick pinch, glides on to the next sharp size, and a trackpad scroll or a pinch you hold still settles on the nearest one.
- You can turn off the isometric map in Settings, under Controls, to keep the map straight overhead while you look around, like before. Close to the ground, Isometric and 3D work just as they do now: with Isometric picked, the map tilts once you zoom in close.
- Fly speed is back in Settings, under Controls. Turn it down to fly slower or up to fly faster. At 100% you fly just as you do now, still speeding up on its own the farther away you look.
- Zooming the map with a trackpad is slower and easier to control: a swipe now zooms about as far as scrolling a mouse wheel the same distance. On phones and tablets, the map stops zooming as soon as you lift your fingers from a pinch, instead of gliding on further.
- Turning the view in Isometric no longer hides builds that are still loading until the turn ends. They turn along with everything else, a little blocky at first, and sharpen once they load. Blocks you have staged keep their corner marks through the turn, and blocks you are erasing keep their gray outline.
- A template's dots, red boxes, and the see-through copy you are placing stay on screen while the view turns in Isometric, instead of disappearing until the turn ends.
- With 3D picked, stopping for a moment as you zoom in close now loads much more of the place before the map glides into 3D, so the glide and your first seconds in 3D show its builds instead of filling them in as you arrive.
- After the map glides into 3D, the rest of the place starts loading right away instead of about five seconds later. Turning the view in Isometric no longer holds up what the game sends next, such as your paint, for a few seconds.
- Clicking or scrolling while the map glides into 3D no longer sends you back out. The glide always finishes, and zooming out once you are in 3D still takes you back.
- Leaving 3D works the same way: once you zoom out and the view starts heading back to the map, clicking, scrolling back in, or pressing keys no longer keeps you in 3D or bounces you back in.
- Scrolling in right at the edge of 3D now always takes you into 3D. Before, tapping the map could step you exactly to that edge, where scrolling did nothing.
- Standing in a player-hosted event no longer puts a card with the event's name and Event Energy on your screen. Your charges count still includes the Event Energy, and the map still shows the event's name. Where two events overlap, open Community Events, pick one, and press Use this Event Energy to build with it.
- The map is now an isometric view of the world. Zoom in and the map tilts, and every build stands at its true height, even far out.
- Turn the view a quarter turn at a time with the Turn left and Turn right buttons on the right, or with Q and R. Builds swing round as solid 3D objects.
- Once you zoom in close, a new switch at the top of the right rail picks how you see the world: Isometric or 3D. 3D glides smoothly into street view as you zoom in, and while you are there, Orbit and First person appear right under the switch; changing between them keeps the picture exactly where it is. Switching views never moves your camera: 3D takes over right where you are. Isometric keeps the isometric view all the way down: click a block there to see its details, or paint right on the map. Press F up close to go into first person. The switch remembers your picks.
- Scrolling in while the map glides into 3D now carries you on into 3D. Before, it could pull you straight back out to the map.
- Everyone now starts in Isometric, so zooming in keeps the isometric view all the way down unless you have picked 3D. For street view, zoom in close and press 3D on the switch at the top of the right rail. The switch remembers your pick.
- To paint in Isometric, click to place a block, right click to erase, middle click to pick up a color, and hold Space to paint as you move the mouse.
- Tooltips have a new look everywhere, with shortcut keys shown as keys.
- The right side of the screen is tidier. The view buttons, turning, and zoom sit together at the top, with Templates, Leaderboard, and Community Events below them. On phones those three fold into a More button and you pinch to zoom, and on a phone turned sideways the buttons run along the top.
- My location and Share view are now in the menu under the place name at the top left.
- Chat moves to the bottom-left corner and starts folded to its button. New messages show briefly above it; tap one to open the chat on that channel.
- Templates work in Isometric too. While you place one, a see-through copy shows where it will go: tap the ground to move it there, or drag the arrows around it to nudge it a block at a time. While you build, a dot marks each missing block and a red box marks each wrong color. Click a dot to paint it.
- Event names no longer pile up over the globe. Zoomed far out, events show as pins only, and their names appear as you zoom in. Where events sit close together, one name shows until there is room for the rest.
- Zooming out fast no longer leaves blank patches on the map while it loads. The wider view shows up right away, a little blurry at first, and sharpens a moment later.
- Builds no longer vanish for a moment when you zoom in or out fast. Until the 3D blocks for the whole screen have loaded, the flat pictures of the builds stay on screen, then fade into the 3D ones.
- Zooming and moving around quickly no longer cuts your connection for a moment, so builds stay loaded instead of reloading around you.
- Builds load faster at every zoom, most of all in Isometric, and far builds in 3D fill in sooner.
- In Isometric, zooming out fast keeps the builds you were looking at on screen until the wider view loads, and tall builds no longer blink out while you zoom in.
- In Isometric, builds now load everything on screen first, filling the screen evenly out to its corners instead of growing in a circle.
- Orbit's controls are back to how they were: a left drag turns the camera, a right drag slides it, a middle drag zooms smoothly, a click paints one block, and holding Space paints as you move the mouse. In Orbit, the number keys pick the same ten colors again.
- Looking around in first and third person is now as smooth as turning the camera in Orbit.
- Moving the camera stays smooth on high refresh rate screens after you click the world. Before, the first click could cut the frame rate almost in half.
- Moving the camera and flying fast now run at a higher frame rate, most noticeably on high refresh rate screens.
- Flying over new places no longer stutters while the ground below you loads.
- Blocks in street view now keep loading while you move the camera or fly, instead of waiting for you to stop, and faraway blocks fill in soon after you turn.
- Blocks you can see no longer disappear when you press F, turn around, or fly, only to come back once you get closer.
- The Fly speed setting is gone. Flying now moves like Orbit: the farther away the middle of your screen is, the faster you fly, so it stays careful close to the ground and your builds. Double-tap W and hold it to fly twice as fast.
- In first and third person, the mouse wheel scrolls through your ten color keys, 1 to 0, like a Minecraft hotbar. E now switches Paint off as well as on.
- Press V for a third-person view: the camera swings back over your shoulder and shows your avatar, and walls pull it in so it never ends up inside one. Press V again to go back to first person, or press V in Orbit to step straight into third person without the view jumping.
- The Paint bar has a new layout on every screen: Leave, Undo, and Erase come first, then the colors, then your charges, Place, and More. Phones are shorter, tablets fit their colors, and the color you pick shows its name for a moment.
- A template's progress bar now shows placed out of total, like "12 / 58", with wrong colors flagged in red. Hover or tap it to see how many are left.
- Stepping through a template's layers no longer makes its controls jump sideways, so the layer buttons stay under your mouse. While each layer is checked, the progress bar dims, then slides to the new amount.
- Orbit feels smoother. The camera eases along with your drag and glides briefly when you let go, drags no longer start with a jump, and a click that just misses a build keeps the camera turning around the build instead of the ground far behind it.
- First person moves like Minecraft creative mode. Flying speeds up and drifts to a stop, double-tap W and hold it to sprint, hold Shift to sneak while walking, and fly down onto the ground to land. Pressing F keeps your view exactly where it was.
- Painting a template now aims at the dots you see, not the whole cells around them, so you can reach a dot behind another one by looking straight at it.
- Twitch now stays in the social-links pill: it is tucked inside the expanded links while offline, then moves beside Discord with a red dot when tenfive15_'s featured stream is live.
- Music volume is now available in Audio settings and stays in sync with the account-menu player. The player explains when All audio or Master volume silences the soundtrack.
- Imported 3D templates preserve dark grays and muted greens more faithfully instead of shifting them toward brown or yellow. Reimport the original model to update an older template's colors.
- Placing or moving a template now shows the whole model even if the previous painting guide was hidden or showing one layer.
- Open Community Events below Leaderboard in the right rail to find a public build or start your own. Events start immediately, cover a 1,024-cell radius, give each participant regenerating Event Energy, and can overlap. Choose 1 hour, 6 hours, 1 day, or 1 week; hosts can add more time later.
- The paint bar's charge counter includes available Event Energy alongside your regular charges. It turns gold when Event Energy is available; hover over it to see the balance breakdown.
- A browser layout warning no longer interrupts community event publishing with a startup error screen.
- Leaderboards now have a podium, nearby ranks to chase, and movement since yesterday. Explore continents, countries, and regions together in Places.
- Compete in the countries and continents where you paint, with a personal ladder linking them to the World board.
- Keep weekly and monthly podium trophies on your profile, wear a weekly champion crown, and see your results when you return.
- Alliances can compete by size and open a card showing team awards, member contributions, and weekly MVPs.
- Compare current and best painting streaks. Paint at least ten eligible cells in a Pacific day to keep a streak going.
- Weeks run Monday to Sunday and months follow the calendar in Pacific time. See the countdown and step back through past weeks and months.
- Player leaderboard names, levels, and scores stay on one line. Select a name to open the profile and report a player.
- Templates remember your selected layer and Whole or One layer view for each build on this device, including after a refresh or switching builds.
- Open player profiles from alliance members, template and Showcase creator names, voxel history, and emote messages. Emote profiles also work from Map and when the sender is no longer nearby.
- Template guides can now show missing and wrong-color targets through voxels. One layer checks the entire selected layer automatically, including empty areas, without needing to move around. Progress marks completed layers and shows staged Draft work.
- The globe now turns slowly and settles when 3place opens, turns once more after a quiet spell, and a shared Street link glides into place before tilting into Street. Touching the world stops any of these at once.
- Fixed slow mouse-wheel zooming in Map mode after the startup animation update.
- Opening 3place now shows the 3place mark and a progress bar on the night sky, then the world and the controls arrive together. Connection problems and start failures explain themselves on the same screen.
- New devices now open on the globe. If you already chose Globe or Flat under Settings, your choice is kept.
- Open player profiles from Nearby, avatars, the leaderboard, or your account name to see XP progress, leaderboard standing, voxels still standing, creations, and social links.
- When a draft is larger than your charges, Place now uses what you have from the bottom up and keeps the rest in Draft for later.
- On phones, the active template shows a progress bar under its name, and its Layers, eye, lock, and More buttons stay together on one row. Tap the bar for the exact count.
- Manage connected sign-in accounts and choose which social profiles nearby players can see in Account settings.
- Connect Twitch and enable Show when live to display a purple ring, avatar outline, and LIVE label, with a channel link for nearby players.
- Choose model height and Surface or Solid when importing or replacing a template.
- Move an existing template from its menu or Guide settings, then Save position. You can move it again without making another copy.
- Template menus have Export again. More and Continue have separate buttons, and menu actions stay visible on small screens.
- Recoloring large templates is smoother. Guide controls show the active brush, and choosing Template colors keeps the paint lock display in sync.
- Fixed Paint toolbar text overlapping the colors and duplicate template controls appearing below the bar.
- Templates now live inside the game: tap the box in the right rail, pick a template, and it appears where you're looking. Tap the ground to move it, turn or lift it, then Start painting.
- Your templates follow your account. Import a file from the panel, keep it to yourself or share it with your alliance or everyone, and pick up a build from any device with Continue.
- The separate Templates page is gone; its old address opens the panel in the game.
- Hover or focus any button in the right rail for a short hint, the same way the bottom bar explains itself.
- The social links under the place name now fold into one compact pill. Discord stays one tap away; open the chevron for X, Instagram, TikTok, YouTube, and Reddit.
- Template layers are back in the paint bar. A Layers button sits next to the lock and eye, with down and up arrows and the layer number beside it. On a keyboard, press . for the layer above and , for the layer below. On desktops the chip shows a progress bar; hover it for the exact count.
- The bottom of the screen is one bar with three moods: Paint and your charges while you browse, the voxel's color and painter when you tap one, and the paint tools while you paint. On phones it rises as a sheet from the bottom edge.
- On phones, tap the color swatch to open the full palette as an 8 by 8 grid. On desktops the whole palette sits inside the paint bar.
- Leaving Paint with unplaced voxels asks whether to keep or discard them. The separate Discard button is gone, and Place shows in red when your draft is larger than your charges.
- Template guides stay visible midway through a long approach with Orbit's movement keys.
- Orbit zoom stays responsive when switching between tall builds and the ground, without getting stuck at the wrong distance.
- Nearby template guides stay visible when zooming around large builds.
- Type a layer number directly in the Paint bar or Guide settings to jump to it.
- Layer progress now includes the entire layer. Unchecked areas stay visible in the count instead of making a partially checked layer look complete.
- After clicking template layer controls or closing Guide, Space returns to painting instead of repeating the last button action.
- Template guides stay nearby as you approach them or look around in first person.
- Drafts save before Place starts, keep unplaced voxels when stock runs out, and recover more reliably after reconnecting or reopening a tab. Completed work no longer returns from an old draft backup.
- Reopening My projects keeps your existing project instead of adding empty copies. Drafts still save from the first voxel.
- Delete unwanted saved drafts directly from the restore popup. Recovery also clears ordinary draft cells that another player has filled.
- Correct wrong-colored template voxels directly for one voxel each. Unfinished corrections stay saved when you return.
- Select a block and choose Template to preview a design there, then Start painting. Adjust placement opens the precise tools, and Cancel returns to your current build.
- Whole, Layer, and previous/next layer controls now stay in the Paint bar while a template is active. Guide keeps visibility, paint lock, and other settings.
- Use Share view beside Location to copy your exact camera height, viewing angle, distance, and Orbit, Fly, or Walk mode. The address bar stays compact, and reloading the same tab remembers your view.
- Nearby now connects people across a much wider area, following the place you are viewing so zooming out or flying higher does not remove you. Expand the player list, use View area to explore someone’s place, or choose Find activity when nobody is nearby. Nearby reactions reach the whole local community.
- The privacy notice now explains how nearby players share their in-world area for discovery.
- Press H to hide or restore the game interface while exploring or painting. Opening a dialog brings the interface back automatically.
- Globe and Flat now recover map artwork detail more reliably after a temporary connection failure, without needing a page refresh.
- Orbit now lets you combine WASD movement with mouse dragging and scroll zoom. Releasing one control keeps the others moving.
- Profile pictures from your sign-in provider now load through 3place, keeping their original provider image addresses private.
- Templates now opens in the current tab. Back to 3place returns to your previous location, while Continue in game takes you to the selected project.
- Unlock Lock paint to template to paint anywhere while keeping your guide loaded, then relock it whenever you want to continue following the template.
- The template bar now matches the game interface, with explanatory tooltips and a roomier phone layout. Select the template name to open its settings.
- WASD and the arrow keys now pan the world in both Globe and Flat Map views.
- Fixed custom color shortcuts in First-person Paint. Point at a palette color and press 1–0 to assign that key again, including inside the compact color picker.
- Send preset emoji reactions from a compact chatbox in the bottom-right corner, with Nearby, Alliance, and World tabs, timestamped messages, and a floating emoji picker. Unavailable channels explain why on hover or tap. Nearby avatars show clear speech bubbles.
- Share preset emoji reactions in an Alliance feed visible only to current members. The feed clears when you leave or switch alliances.
- When you join or reconnect, each available emote tab can show up to 50 messages from the last ten minutes. Nearby follows your current Street area and Alliance still requires membership. Earlier messages do not replay speech bubbles or appear unread.
- Ask the world for help with a five-minute invitation to your location. Other players can view the area, travel there, and choose On my way. Resolve your request when you are done.
- The privacy notice now explains how recent emote logs, Nearby emote areas, help locations, and On my way responses are shared temporarily.
- Nearby players are much easier to spot in Street. Every default and custom avatar has a crisp light-and-dark outline, plus a marker matching their Solid trail color that stays the same size on screen. The marker turns hollow when its spot in the world is behind a build and remains clickable.
- Select a player to enlarge their marker and see their label and approximate distance. Up to four nearby labels can appear at once, while farther labels stay out of the way.
- Movement trails are wider and clearer, with a bright center, dark edge, and a stronger newest section so each path is easier to follow across busy builds.
- Added a centered RGB crosshair in Street to help you stay oriented while orbiting, walking, flying, or painting: red X points east, green Y north, and blue Z up. It is on by default; toggle it with G or in Settings > Graphics > Appearance.
- Graphics settings now offer Low, Medium, High, and Ultra quality profiles for the rebuilt engine. Low keeps nearby builds in 3D while using flat artwork farther away to reduce work on lower-powered devices.
- Ultra keeps the complete visible scope in 3D and sharpens Street and 3D previews on dense displays. Map and globe keep native resolution across every profile. Pair Ultra with Display rate for maximum graphics detail and frame cadence, or fine-tune each setting separately.
- Appearance and placement choices are now grouped more clearly.
- Completely rebuilt the game engine around a new architecture for rendering, navigation, painting, and world loading, with a focus on performance and optimization.
- Street has a new camera and navigation system, including WASD panning in Orbit and revised walking and flying movement. Double-tap Space to switch between Walk and Fly.
- In Orbit, drag to move the camera. Hold Space and move the mouse to paint continuously.
- Restored E to enter Paint and Enter to place your draft. First-person Paint again supports right-click or right-hold to erase and mouse-wheel travel forward and backward. B and Ctrl/Cmd+Enter still work.
- You can start holding outside a template and move onto it to paint. Paint buttons now show their keyboard shortcuts.
- The full Paint palette now stays in the bottom dock on more 1080p desktop setups instead of opening a large panel over the world.
- The nearby player list is back along the left side of desktop Street, including while painting. It stays vertically centered as the Paint bar changes height; collapse it when you want more space, or expand crowded lists to see more names.
- Street stays in 3D farther out. Zooming between Map and Street pauses at the boundary until you start a fresh zoom gesture.
- Press M from Street to switch to Map at your current location and scale after the camera levels. From Map, M enters Street directly when the view is within Street's zoom range.
- In Map, tap an area to center it and zoom closer. Close-up taps still inspect cells, and touch devices show a brief first-use hint.
- Fly speed now ranges from 2 to 512 blocks per second, with a faster default. Your saved speed stays unchanged.
- First-person movement no longer stops at invisible walls while nearby blocks are loading.
- First person now works from high Street views, and F still switches modes after clicking a button. Flying higher keeps you in first person.
- Street keeps loading visible builds while you stay still, including dense areas. Projected artwork stays visible until its 3D blocks are ready.
- Graphics settings are simpler, with Quality and Battery saver presets plus advanced controls. Both presets show the same extent of the world; Battery saver reduces resolution and effects.
- Dynamic sky keeps voxel lighting neutral and steady, so the sky's changing colors no longer tint your builds.
- Selecting a Street location opens its information while blocks are still loading. Loading area and Retry keep the selected location clear without calling it empty too soon.
- Touch painting now requests the area you tap when its editable data is outside the loaded area.
- Paint now has a clear Exit Paint button that keeps your draft. In first person, Escape first frees your cursor; press it again to exit Paint while staying in first person, or click the world to keep painting.
- Blocked placements and Eraser targets have clear outlines while painting.
- Switching to Map pauses Paint. Returning to Street resumes the same draft, tool, color, and template; Exit Paint ends the session.
- Template painting uses the design's colors by default and stays inside its unfilled cells. Choose a palette color to override future strokes, or return to Template colors.
- Templates opens in its own browser tab with a live 3D world preview, available from the player menu on every screen size.
- My projects keeps each build's location, private draft, and undo/redo history separate from reusable designs in Design library. Preview projects before choosing Continue in game, or start a new project from an existing design.
- Drafts autosave on this device and can be recovered after reloading. Switching projects keeps your work, and conflicting edits from another tab are preserved as separate copies.
- Position templates with draggable X, Y, and Z handles, rotation, height, or exact coordinates. Coordinate edits keep your zoom and viewing angle, and Fit template in view restores an overview.
- Templates now support up to 1,000,000 voxels. Model imports support up to 2,000,000 source triangles, 512 cells per axis, and 256 MiB per model file, with complete previews for accepted designs.
- Sharing or exporting a project uses its positioned design without including your private draft progress.
- Personal and alliance hosted libraries now support up to 1,000 designs each, with up to 32 MiB per design, within collection storage limits.
- The game has a new floating interface, with roomier paint controls, contextual voxel information, and redesigned menus and editors.
- Larger screens show the full paint palette; smaller screens open it from the current color.
- Avatar and Trail have labeled tools and a full-screen phone editor. Settings and other game panels now share clearer layouts and touch-friendly controls.
- Save up to 500 places. Saved places opens and closes instantly from the upper-left control, with Rename, Copy link, and Remove in each place's menu. Names and coordinates stay readable when the list scrolls.
- The upper-left control shows your camera's competitive region name, matching the leaderboard. The navigation rail has direct Orbit/First person, zoom, and My location controls, plus Walk/Fly in desktop first person. Zoom stays available on phones.
- The compact account menu brings your handle, level progress, and Shop balance together, with nearby players included on phones. Select a nearby player to see their details, with a separate Report action.
- Play the 3place OST in the background from the account menu and adjust its volume.
- The active-template bar sits at the top center and keeps progress and Go to build visible during Paint and inspection. The Stats HUD and its setting have been removed.
- Your accent now matches the color shown in Settings across the game and Templates, including button and selection highlights.
- Capture has redesigned Photo, Replay, and Showcase choices, with clearer previews and Download, Submit to Showcase, and Retake actions.
- The Shop puts Balance, Paint ready, and Capacity up front, with clearer Buy bits, Gift bits, and item controls.
- The daily bit bonus is now ongoing: claim 20,000 free bits in the Shop every day, with no end date. It no longer opens a popup.
- About and its subpanels have cleaner spacing without dividers. Rules, Made by, Official social media, and Map credits stay visible, with Map credits after social media. Release notes remain under Changelog.
- If a saved-place action finds that your sign-in has expired, 3place refreshes your account and offers sign-in again.
- Opening 3place now retries brief connection outages instead of silently opening an empty offline world. Longer outages offer Retry connection or an explicit offline world choice.
- Reloading opens directly into the current interface. Paint tools and actions keep their intended layout across screen sizes.
- Alliance lists now show every member and correctly sort by total painted, highest first.
- The daily 20,000-bit launch gift now continues through September 30 at 7:00 PM Pacific.
- Zooming from Map into Street now stays in motion through the first 3D frame instead of briefly pausing at the handoff.
- Dynamic sky now uses a consistent sky and ground palette with smoother Globe, Map, and Street handoffs.
- Added an optional compact or detailed Stats HUD under Settings → Graphics → Performance, with real Map and Street frame rates plus live 3D loading and rendering counts.
- Orbit zoom and pan now use the build under your pointer for their focus and speed, including tall builds and template guides.
- Voxels that are already visible and current can now be inspected while unrelated nearby 3D finishes loading. Paint still waits for its exact editable scene and shows a busy cursor while it does.
- Entering or leaving Street now carries camera motion through the handoff while Map’s 2D voxel projection smoothly folds into true 3D depth (and back). Voxels prepared on Map remain ready for the switch instead of rebuilding after it. Pressing M never levels or recenters the camera; from a farther Map view, it zooms only to the 3D transition scale first.
- Voxel and ground shadows now stay visible while you move through Street and distant 3D scenery loads, instead of briefly flattening the whole nearby scene.
- Zooming out of Street no longer reverses back into 3D when the matching Map frame takes longer to load.
- Returning to the same Street area after a quick Map detour now keeps its already-loaded 3D builds visible immediately while the current nearby scene refreshes.
- Opening Street directly or from a shared camera link no longer leaves its map ground context loading forever. Smooth zoom-out preparation now waits its turn without delaying a real exit.
- Pausing near Street in Map now prepares nearby 3D where your cursor’s next zoom will land, including after opening or returning to Map. Already-prepared builds stay visible if the first zoom shifts that landing, distant scenery starts fetching sooner, and nearby versus distant 3D loading is labeled separately.
- Waiting near Street in Map now continues preparing the bounded visible 3D scene, including dense distant builds, so completed scenery is already present when you cross into Street.
- Moving through Street no longer flashes coarse, flattened voxel copies across the nearby ground.
- Zooming into Street now crosses immediately through a crisp ground view while nearby 3D continues loading.
- Zooming back out of Street now continues directly into Map movement instead of pausing during the handoff.
- Street loading markers are now raised 3D rings that stay readable at steep camera angles. Exact-view rings fill only as nearby 3D is actually drawn; otherwise they remain simple activity indicators, stay with each build through its rise, and do not force dense scenes to redraw merely to animate.
- Street now stays sharp at your selected render resolution while you orbit, zoom, or move the camera.
- Street camera links now open their saved 3D view directly instead of briefly backing into Map and loading the same dense area offscreen.
- Nearby 3D builds now appear progressively as they load, with separate smooth rises instead of one delayed pop. Stable detailed shading is still added after the scene settles.
- When Street opens or its camera moves, visible 3D builds now keep filling nearest-first across the actual view. Each arriving area rises separately instead of stopping at the old loading circle or appearing all at once.
- Dragging a point on Street’s ground or a voxel now keeps that exact point under your cursor through the complete orbit. The Browse camera can pass beneath the ground instead of switching pivots during a skyward turn, letting you inspect exposed voxel undersides without extending Paint below the world.
- Moving the Street camera now stays smooth while nearby 3D builds are still loading, instead of becoming choppy until they finish.
- Nearby 3D now prepares during the final Map approach and completes much sooner in dense areas. Street becomes controllable as soon as its mapped ground appears, while the complete nearby build scene finishes privately and then appears together instead of piece by piece. Detailed corner shading can finish afterward.
- You can now find 3place’s official YouTube channel in About.
- Street’s map ground now matches Map view’s land, park, water, and road colors by default. Turn on Terrain mode in Settings to restore the block-styled green ground, neutral roads, and grid.
- Zooming from Map into Street now keeps the loaded map ground attached to the moving camera while Street finishes loading, so holding zoom no longer freezes and then jumps. Changing Terrain mode also keeps the current ground visible while its replacement loads.
- Street’s flat build layer now clears beneath each column once its 3D build appears, and returns when that column falls outside the current 3D render area. Distant build context stays visible without a duplicate image under loaded builds.
- Nearby voxel shadows now stay steady while orbiting, panning, or walking through Street instead of briefly flickering or popping as the camera moves.
- Looking up in Street now moves smoothly through the horizon in one drag instead of requiring a second drag on the sky.
- Official Community Events now give every player 1,000 Event Energy, twice the previous amount. It still refills by 1 every 5 seconds and uses normal charges automatically after it runs out.
- Street now marks nearby spots whose 3D builds are still loading, then clears each marker after that area appears.
- Rotating around a voxel in Street no longer makes seemingly random nearby patches temporarily unpaintable.
- Street controls now appear immediately, and nearby 3D keeps filling while you continue zooming instead of waiting for the camera to stop.
- When the requested nearby area stays the same, dense builds keep completed loading work instead of restarting it.
- Dense Street areas no longer rebuild the completed 3D scene immediately after loading.
- Projected voxel ground now stays available or keeps loading through the move into Street while 3D builds fill in above it. Ordinary nearby edits refresh less of that projection.
- The background 3D pass now admits complete vertical build columns at its boundary instead of cutting towers partway up. Walking keeps its compact nearby range while including the full build height, and the flat projection remains underneath anything outside the bounded 3D area.
- Account and world lookups now retain database capacity while dense Street areas and voxel-map tiles are loading.
- Street’s 3D loading distance is temporarily fixed at 512 cells while service-capacity safeguards are in place. Existing larger choices are adjusted automatically; once available, the flat projected build layer still covers a larger area than live 3D.
- Dense-area world loading and voxel-map refreshes now share capacity more fairly. Cached map tiles wait until expiry before refreshing, and bursts combine their work so one busy Street view is less likely to slow unrelated browsing.
- Street keyboard movement now accelerates smoothly, eases to a stop, and keeps diagonal speed consistent. Map context refreshes after movement ends so travel stays responsive.
- Paint now gently fades away browsing, account, capture, and announcement controls while you work. During sustained zoom, nonessential controls also step aside and return after the camera settles; zoom, editing tools, and important notices stay available.
- Street map credits have moved into About, leaving more room for the world while keeping the source details easy to find.
- Zooming from the globe into Street now stays visually responsive while nearby 3D builds finish loading, and extra zoom input can no longer accumulate behind the transition and cause a sudden jump.
- Clicking a voxel in Street now selects it and opens its information without entering Paint or moving the camera. Choose Paint explicitly when you are ready; far-away voxel selection still works at every Street distance.
- Nearby players now leave short 3D movement trails in Street, making their path easier to follow from any camera angle. Full effects flow color through the trail while its trajectory stays fixed.
- The Avatar editor has a new Trail tab where named players can choose any color from the existing 64-color palette. Anonymous presence keeps using a temporary standard color.
- Trail effects can be Full, Simple, or Off under Settings → Gameplay → World. Simple uses a static Solid trail, Off hides trails, and reduced-motion devices start on Simple unless you choose another option.
- The Privacy Notice now explains trail colors, device-derived movement trails, and the related visibility choices.
- A still voxel click in Street now opens Paint at any camera distance: in Orbit, on first-person touch, or after the desktop mouse is captured. A freed mouse still uses its first click to recapture; drags move the camera, blank ground only inspects, and projected context can keep loading without blocking Paint.
- The globe now starts loading before account details finish, so it appears sooner when you open or update 3place.
- Updates are less disruptive: 3place keeps your view while it reconnects, tells you when you are back online, and offers an Update now button when a newer compatible version is ready. Required updates still preserve your draft before reloading.
- A new 3D loading distance slider keeps real builds loaded in a stable 512-, 768-, or 1,024-cell radius whether the street-view map is shown or hidden. It is separate from 3D render distance, and looking around no longer moves or shrinks the loaded area.
- Nearby 3D builds are now inspectable and paintable as soon as Street opens, while farther builds keep loading in the background. Moving to a new area still waits for that local scene, so clicks never edit unloaded space.
- Hiding the map under street view no longer leaves a misplaced blue map pin over selected voxels; the accurate 3D selection marker remains.
- Street's Infinite Canvas grid now continues to the actual horizon instead of fading into an empty beige band. Reduced 3D distances hand directly to the matching flat build view, while Quality stays clear.
- Street map context now uses a block-styled geography layer: sharp nearby roads, water, parks, rail, and boundaries remain over the buildable Infinite Canvas grid while wider context loads underneath. Roads use neutral stone colors instead of a strong yellow tint. The fully interactive Map view remains unchanged.
- Voxels and their shadows no longer flicker, stripe, or slip beneath Street's Infinite Canvas and geographic ground at shallow camera angles.
- Sky clouds now stay behind real voxel builds at every camera angle, whether Street's map context is shown or hidden.
- Street view now arrives with a stable flat view of builds beyond your chosen 3D loading distance. Farther builds rise smoothly into 3D as they stream in instead of flashing or suddenly popping into place.
- Dense areas are much faster: fully loaded busy places now hold a high, steady framerate, and flying into one streams in with far less stutter and no long freezes.
- The first look at a busy place no longer hitches while graphics warm up; that work now happens quietly right after the page loads.
- Fixed the loaded world around you mostly vanishing and slowly streaming back in when you flew high above it. Everything now stays drawn until the map view takes over.
- Street view is smoother while moving because its geographic ground stays fixed in the world instead of repainting with every camera frame.
- Map labels appear instantly instead of fading in, and the map goes fully quiet when you stop moving, which saves power on laptops and phones.
- Fixed the globe briefly refusing to spin or zoom while the painted-pixel overlay was still streaming in. Interacting with the map now always responds instantly, even while it loads.
- Builds load more reliably while zooming into the map, and Street transitions do less off-screen work before you can interact.
- Nearby players now appear across a much wider 1,024-voxel area, and the Nearby panel no longer misses avatars that loaded while you were entering Street.
- The Players leaderboard now includes your own row even when you rank below the top 50.
- Your account menu now shows your level, lifetime XP, and progress to the next level.
- The daily 20,000-bit launch gift now continues through August 31 at 7:00 PM Pacific.
- You can now keep up to 10 personal shared templates, and alliances have 10 shared template slots, up from 5 each.
- Fixed severe stalls while browsing dense areas, worst with a template open: orbiting or zooming could freeze the view for many seconds at a time. Busy places now stay smooth.
- Opening a template no longer makes the already-loaded world around it repeatedly unload and slowly stream back in.
- Voxel corners now shade against nearby blocks, making doors, windows, interiors, and other shapes easier to read. You can turn Ambient occlusion off under Settings → Graphics → Performance.
- Staging voxels with Ambient occlusion on no longer hitches after each edit; corner shading is applied after you place the draft.
- Ambient occlusion now waits for an incoming Street area to finish loading, then shades it in smaller steps instead of repeatedly reshading it as chunks arrive. You can keep moving the camera while one final loading pass finishes in the background.
- Added Official Community Events. A live-event card and Party Popper lead you there; build inside with 500 Event Energy that refills by 1 every 5 seconds. Event Energy is used first, then normal charges take over automatically.
- Added the Tactical Nuke event. When a strike is scheduled, everyone online sees a worldwide ten-minute countdown with a map ping and a marked landing site, then a cinematic voxel strike hits: siren, falling bomb, blinding double flash, a rolling mushroom cloud, and a screen-shaking blast wave. It never changes a single voxel, only one can be inbound at a time, and painting inside the fresh crater grants 25 charges once per player.
- Middle-click an aimed voxel to select its color directly. Middle-drag still zooms with Orbit controls.
- Updated the privacy notice to explain how a chosen Tactical Nuke location and its countdown are shared with connected players.
- Nearby players now appear from farther away, and a small edge buffer keeps avatars and the Nearby panel from popping in and out as you move. The panel is also available on phones and tablets while browsing, then yields while Paint is open.
- First-person hold-to-paint now follows walking as well as mouse look, so moving a fixed reticle across a surface paints continuously while retaining a brief guard against accidental outward or upward growth.
- First-person placing, erasing, and color picking now reach twice as far, up to 32 voxels away.
- Shared views aimed above the horizon now open and refresh reliably instead of getting stuck on a reload error.
- A shared network involved in recent disruptive activity can now temporarily lose painting access. Viewing and sign-in still work, and an affected painting attempt shows the scheduled end time and contact address.
- Added ten permanent recharge-speed levels to the Shop. Each level adds a 0.5-second speed bonus, is bought one at a time, and costs more than the previous level; the full default path costs 775,000 bits.
- Added Community Beacons and Firework Crates. A beacon is a towering hour-long landmark of stacked voxel light, orbiting sparks, pixel sigils, and a heartbeat hum, and it rewards each nearby painter 50 charges once. A crate launches an 18-second five-rocket show of glowing voxel sparks with distinct shell types, comet trails, and a triple-break finale that lights up the builds below.
- Community Beacons now keep their distance: a spot within 24 voxels of another active beacon is refused before any bits are spent.
- The Audio section in Settings now has a master volume and separate sliders for painting and interface feedback, rewards, and world events such as beacons and fireworks. Turn any group down, or all the way off, without muting the rest.
- Updated the privacy notice to explain how chosen Community Beacon and Firework Crate locations are stored and shown.
- Nearby-player reports can now be finished even if that player leaves the area while the report form is open.
- Important account warnings can now be delivered privately after sign-in and remain visible until you acknowledge them.
- New accounts can now receive and spend bits immediately, but must be 3 days old before sending bits to another player.
- Zooming back in after leaving the globe open now replaces coarse voxel pixels with the correct close-up detail.
- Nearby presence now lets signed-in players choose Named or Anonymous. Anonymous hides your name and custom avatar from other players, while signed-out visitors remain publicly Anonymous.
- Updated the privacy notice: signed-in gameplay connections now create short-lived account/IP day observations retained for 30 days for safety and abuse prevention.
- Added shared template projects: publish a positioned template publicly, with your alliance, or both. Anyone can browse public open builds without an alliance and save an independent guide to help.
- Shared templates use frozen snapshots with explicit revisions, so an update never silently moves or replaces the guide someone is already using.
- Zooming between the map and Street View now switches at the same distance in both directions, making the transition feel consistent whether you are moving in or out.
- The rules now allow one account per player going forward. If you used more than one account before this change, choose one to keep using; earlier activity will not be punished under the new rule.
- You can now add, change, or remove your profile picture in Account Settings, and switch back to your sign-in provider's picture when one is available.
- Paint now asks before discarding any staged voxel changes, protecting work from an accidental second Escape or tap. Empty drafts still stop immediately.
- Night now gives every existing voxel soft whole-face lighting when Dynamic sky is on. Authored colors and block shapes stay intact, with no special blocks or repainting needed.
- The light remains partially active through low-angle sunrise and sunset, fading away as golden-hour lighting strengthens. It does not spread onto neighboring blocks or the basemap. The globe and flat map keep their moving day/night boundary, with authored builds lighting the night side like cities.
- Added a dynamic geographic sky in 3D view: local solar time now drives dawn, daylight, sunset, night, stars, and the glowing sun and moon, with matching voxel lighting and a softer horizon.
- The nearby map now shares the time-of-day lighting across its ground, loading areas, and buildings. Dynamic sky is off by default and can be enabled below your account button or in Settings.
- Added custom avatars: sculpt your own figure from mini voxels in the new Avatar editor, found in the account menu. You start from the default figure you already wear, in your own color.
- Your avatar appears to nearby players the moment you save, and the top layers of your figure turn as you look around, just like the default head does.
- The editor paints with the same color palette as the world, shows the familiar placement brackets on the cell you are aiming at, and floats its tools on the 3D view: eraser, mirror, undo, clear, template, and a look preview.
- Signed-in players with a handle can wear a custom avatar; anonymous walkers always appear as the default figure, so hiding your name keeps hiding you.
- Added a report flag to the nearby players roster, so an inappropriate avatar or name can be reported right where you see it.
- You can now click any player in street view to report them directly, without hunting for their name first.
- Custom avatars now unlock after painting 1,000 voxels in the world, so brand-new accounts contribute before they customize.
- Added live player avatars: everyone painting near you appears in street view as a named figure moving in real time, with a gaze cone showing where they look and a bracket on the voxel they are about to paint.
- Added presence privacy in Settings: show or hide your public name, or hide other players on this device. Signed-out visitors walk as anonymous figures, and everyone is visible and named by default.
- Added an Enter first person button in street view (or press F): walk and fly the world from the ground, and press Escape to return to orbit.
- Made moving much faster: flight speed grows with altitude, climbing is three times quicker, and walking keeps pace with flight.
- Cleared the air: street fog starts much farther out and opens fully as you climb.
- Fixed very tall builds loading one horizontal band at a time: their upper sections now load together with the base in street view.
- While walking, clicking any visible voxel selects it and opens its info bar at any distance.
- Changed the paint shortcut to E, shown on the Paint button, and retired the Click to paint pill: at street scale, clicking a cell speaks for itself.
- Replaced the compass with a corner axis gizmo while orbiting.
- Added a camera and community Showcase for photographing builds, managing your pictures, and browsing reviewed submissions.
- Added separate horizontal and vertical mouse sensitivity controls.
- Made first-person building easier with full vertical look, longer reach, and clearer mobile controls.
- Improved loading in dense areas so nearby builds arrive sooner and remain visible while you move.
- Fixed templates sharing one placement: every template now keeps its own saved position, height, and rotation, and coordinate fields accept negative values reliably.
- Added hold-to-paint in first person: hold the mouse button and sweep the crosshair to place or erase block by block, with protection against filling cells you only grazed.
- Raised the orbit camera ceiling so builds reaching the top of the world stay viewable in 3D instead of switching to the map.
- Added a fly speed slider in Settings and raised the default flying speed.
- Added reusable voxel templates you can import, position, and build against.
- Added recent-activity landmarks to help you find active areas.
- Added first-person painting for desktop and touch devices.
- Added a daily launch gift of bits.
- Refined Shop with clearer charge budgets, refill capacity, and bulk bit-pack bonuses.
- Moved handle editing into Settings.
- Smoothed transitions between the map and street view, including pinch-to-exit on touch devices.
Settings
Performance
Medium keeps a wider area in 3D before flat artwork takes over, at three-quarter resolution with soft shadows and corner shading.
Advanced graphics
Appearance
Movement
Gameplay
Privacy
Staff
Change your handle
Shown on every voxel you place. 3–20 characters: letters, digits, _ or -.
Profile picture
Choose a JPEG, PNG, or WebP. It will be center-cropped to a square.
Avatar
Sign in to paint
Signing in creates a 3place account using details from your chosen provider. Read our terms and privacy policy.
Shop
Team credits
Latest first
Items
Gift bits
Send bits to a friend by their handle.
Pick your handle
Shown on every voxel you place. 3–20 characters: letters, digits, _ or -.
Saved places
Templates
Leaderboard
Alliance
You can be in only one alliance at a time!
Area lockdowns
Temporarily restrict painting inside a top-down rectangle at every height.
Active
Recent
Review lockdown
End lockdown early?
This immediately lets eligible players paint in the area again. The audit record is retained.
My reports
Report
Frame the live world, then take a photo.
Photo
Submitting shares the captured image, world location, and your public attribution after review.
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