In March I added the final major feature: destructible walls.
Walls in Scene 2 now take damage when enough cubes hit them, shake, and eventually collapse. The DestructibleWall component provides progressive damage visuals — cracks, shaking, and sinking effects.

I centralized all wall interaction logic in ColorReactiveWall. Color changes and destructibility merged into one component. Each wall requires 3 hits to collapse.
The best part: after enough walls are destroyed, the ceiling collapses. The floor sinks. The room light goes out. And the player is completely free — the journey that started with escaping the factory is completed by breaking down walls.

I made scene transitions more organic with SceneTransitionCube. Added a purple transition cube in Scene 1.
With this major update, the core mechanics are in place. Fine-tuning, testing, and final touches will continue until graduation in June 2026. The shift isn't over yet — true freedom begins when you break the rules.