This is intended to be a conceptual mockup and example of how to abuse water fog, color, see-through textures, etc,
to create a challenging maze. How to play should make sense almost immediately. If it does not consult your pituitary gland. Additionally some cubes you will observe have been removed below the walkways and behind the deathwalls. This is because geometry optimization does not expect textures/cubes to be abused by this and will erroneously render a pathway where none exists.