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THE HOUSECAN

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qwagrbulae
Lvl 4Apprentice Miner
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The Housecan has many of the structures and aesthetics of a typical Minecraft house, but none of the cohesion of them. It is still nonetheless cohesive, just not in the way you typically think of the word. It uses a strict block palette of 28 total blocks, excluding air. There are no softlocks, every location is accessible from every other. There is no wasted space in the Houescan, all of its rooms weave through each other incredibly delicately. None of the Housecan was automated, with AI or even Worldedit, each and every block was maticulously and intentionally placed by a human being, with over 100,000 in total.

The intended experience is one in which you do not interact with the Housecan in any way beyond exploring it; this means no breaking or placing blocks, no flipping of doors or trapdoors, no use of items like elytras ender pearls and fire, and no external help. The ideal experience is in a group of as many people as possible, all of whom are exploring the Housecan for the first time. Though there is a clear line of progression in the Housecan, it is not recommended to have your only goal be to "get out", but rather to try and explore as much of the space as possible.

The Housecan was heavily inspired by Cozr, a player on SMPOnline who made a labyrinthine structure that was also incredibly compact, and fit into a (if I recall correctly) 20x40 area. Immediately after seeing that, I thought, "God that is so cool I wanna do that now but even more." It was also inspired, as you can probably guess, by the Backrooms. Although, the feeling of the Housecan is diametrically opposed to that of the Backrooms. While the Backrooms have a hollow emptiness to them, feeling like something should be there but isn't, the Housecan is quite claustrophobic, including many objects that feel like they shouldn't be there at all.

The Housecan was also inspired by my own exploration of server hubs, in which you had no way of exploring the map besides jumping around it, and where there typically was no intentional path to get to any one location, meaning it was usually impossible to get to most. I enjoyed the process of trying to get to specific areas of these maps as not only a parkour challenge, but also a puzzle, trying to figure out which paths would even be able to get me to a certain location.

The Housecan has lots of locations that are only accessible through parkour that is hidden in plain sight through simply looking like decoration, but if it looks like it's possible to get somewhere, it almost certainly is. Most of the parkour in the Housecan was made by me procrastinating finishing the build, and jumping around what I had already made simply from aesthetic intuition rather than intention, and realizing there was a jump I could probably make, then spending ten or twenty minutes trying to make it, and eventually doing so.

This is a passion project, and I hope it shows. I spent about two months on it, probably about 200 hours not including breaks, and it would mean the world if you enjoy experiencing it as much as I did creating it. And if you share it. That would be nice too.

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