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- Iso & 3D character faced the wrong way: the SP game never sends player.facing (only the tavern does) so it defaulted to down/SW. Both renderers now INFER facing from the movement delta they already track (explicit e.facing still wins for the tavern). - 3D could break the game: wrap ThreeRenderer construction (createRenderer) and the _animate RAF body in try/catch — a 3D failure now falls back to Tiled / stops the loop instead of throwing. - ASCII walls/floors were near-invisible (legend colours are near-black, tuned for tile fog): use brighter glyph colours for wall/floor in ASCII (features keep their own colours).