Now that we have a single-user narrative, I've updated the flowchart to show that. The "Visual Effects & Interactive Elements" tab shows the ways, a user may experience our installation. Basically, one person enters the room and plays the game until they either lose or win. There's now an overall time limit that can be reduced or increased based on which tombstones the player touches. Using "jit.phys.world" in max, we can detect when a collision is made. I also finished modelling some tombstones we can add to the Max 3d world. As you can see, I added texture to one of the tombstones, but my plan is to add colour and texture in Max/MSP because Max sometimes loses texture when importing a 3d object.