On a phone
Six frames captured on a 390×844 phone profile — the same engine, the same world, at the tier a handset can actually hold.
Not a cut-down version
These were captured at a real phone's viewport and pixel ratio, running the same renderer the desktop does with the quality tier a constrained device selects: no post-processing pass, no shadow pass, and the inactive world unmounted so only the scene you are looking at holds memory. That last part matters more than it sounds — it is the difference between a browser game that survives ten minutes on a phone and one that loses its graphics context and dies.
The framing changes too, and not by cropping. A portrait canvas is taller than it is wide, so the camera shows less width and more depth, and the interface folds: counters to the top, the dock to the bottom, the world in the band between.





