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Arcane Valley

  • 3d
  • top-down
  • wizard
  • life-sim
  • cozy
  • fantasy
  • exploration
  • mobile-friendly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michael Lawson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arcane Valley yet. Play it, then tell Michael Lawson what you would add next.

Make your own game

Arcane Valley was built by Michael Lawson with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Arcane Valley opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Arcane Valley

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable 3D cozy occult wizard life-sim called “Arcane Valley,” using a simple top-down/three-quarter perspective with a smooth follow camera centered on the player. The camera should look down from above at a fixed diagonal angle, follow the player with gentle smoothing, and support mouse-wheel zoom between moderately close and farther views. Build the world from clean Three.js-style primitives with soft but dark colors, subtle distance fog, emissive magical lights, and a mature occult-academia mood rather than a bright cartoon farm game.

World and setting: make a bounded outdoor valley with a dark green ground plane, a lighter Village Green on the west side, a darker Forest Edge in the east/northeast, and a brown horizontal crossroads/path. Place the player’s Tower/home at the southwest edge around a visible study/rest circle: a large gray-blue cylindrical tower with a conical dark roof and a small brown door. Place an Elder Mage NPC on the village green, represented by a small purple-robed figure with a dark pointed hat and a faint blue glow. Scatter simple angular rocks across the valley and a group of simple trees at the forest edge, with brown trunks and very dark green rounded crowns. Keep the world peaceful: there are no enemies, combat encounters, or hard fail state.

Player: control a small hooded wizard in a deep blue robe, with a dark hood, wooden staff, and glowing blue gem at its tip. Start the wizard near the village/tower side. Movement is free 8-directional movement within world bounds. On desktop use WASD or arrow keys; hold Shift to sprint. Sprinting is faster but drains stamina more quickly, ordinary movement drains a smaller amount, and stamina regenerates while moving or standing still. Mana slowly regenerates over time. The wizard faces the movement direction, and the camera follows behind/diagonally. On touch devices provide a large left virtual joystick for movement; pushing it close to its edge should act as sprinting.

Main loop and goal: explore the Village Green and Forest Edge, automatically collect floating mana motes by walking close to them, use spells to harvest magical herbs, then return to the Tower and press/interact to study. The goal is to earn Arcane XP and improve the wizard level over successive in-game days; there is no hard lose condition. The day clock begins at Day 1, 08:00 and advances continuously through a four-minute day until 20:00, then advances to the next day, resets the clock, respawns a set of mana motes, and partially regrows herbs. Show the current day and time in the HUD.

Gatherables and plants: distribute about 18 floating mana motes throughout both zones. Each mote is a small bright blue emissive orb with a point-light glow that bobs vertically and spins. Walking within about 1.35 world units collects it, removes it, restores roughly 10 mana plus a small level bonus, and occasionally grants a little XP; keep replenishing motes so the world remains populated. Place about 12 magical herbs, biased toward the forest, as small green stems topped by glowing faceted purple buds with purple point lights. Herbs grow from 0 to 1. Casting the harvesting spell on a living herb marks it harvested, hides its bud and glow, grants XP, and lets it naturally regrow over time; once fully regrown it becomes harvestable again. Herbs also partially regrow at the start of each day.

Spells: give the wizard three selectable spells, selected with keyboard keys 1/2/3, or with a touch “SPELL” button that cycles through them. The currently selected spell is shown in the HUD. Holding Space, or holding the touch CAST button, repeatedly casts when cooldown and resources allow. Every cast consumes stamina and mana and has a short cooldown; costs become slightly more efficient as the wizard levels up. Spell 1 is “Arcane Bolt”: a narrow blue bolt projected in the wizard’s facing direction, with a brief expanding ground ring at its endpoint; it harvests herbs intersecting a narrow ray out to about 7 units. Spell 2 is “Gust”: a pale aqua expanding ring around the target area that pulls nearby floating motes toward the player and stimulates already-harvested herbs so they regrow somewhat. Spell 3 is “Bloom”: a purple expanding ring that accelerates growth of nearby herbs and, when cast in the forest near eligible herbs, has a small chance to plant a new partially-grown herb nearby. Do not add damage, health, enemies, or projectile targets beyond these herb/mote interactions.

Tower and NPC interactions: when close to the Tower’s glowing circular study spot, pressing E (or touch E) studies the grimoire. Study grants a variable amount of Arcane XP based on remaining time in the day and restores some mana and stamina. Pressing R (or touch R) near the study circle briefly boosts stamina regeneration and displays a resting message. When close to the Elder Mage, E cycles through exactly these short dialogue ideas/lines: “The village sleeps on debt. Magic keeps the books.”, “Harvest night-herbs. Study them. Decide what you’re willing to become.”, and “Power gets cheaper. Consequences don’t.” If E is used elsewhere, show a feedback message explaining that nothing answers the wizard and suggesting the Tower or Elder Mage.

Progression: start at Wizard Level 1 with 100 max stamina, 40 max mana, and 0/25 Arcane XP. Display current stamina and mana as horizontal bars. XP fills toward the current threshold; when the threshold is reached, increase the wizard level, raise maximum stamina and mana, refill stamina and partly refill mana, increase the next XP threshold, and display a level-up message explaining that spells cost less. Arcane XP comes from herb harvesting, occasional mote collection, and studying.

HUD and presentation: overlay a translucent, blurred, rounded dark HUD over the 3D scene. At the top show chips for “Day 1 — 08:00,” the current zone (“Village Green,” “Forest Edge,” or “Crossroads” based on player position), and “Wizard Lv. 1.” Show green-to-lime Stamina and blue-to-purple Mana bars, followed by “Spell: Arcane Bolt (1)” and “Arcane XP: 0 / 25.” At the bottom show a translucent hint panel for context-sensitive messages and a context panel listing nearby actions such as E: Study (Tower), E: Talk, R: Rest, Space: Cast, and 1/2/3: Spell. Include a subtle center crosshair on desktop. On mobile, replace keyboard guidance with the visible joystick and four rounded translucent controls: SPELL, CAST, E, and R; hide the crosshair on narrow screens. Use large readable UI, pale gray-white text, soft borders, and restrained neon blue/purple magical accents.

Audio: include minimal synthesized musical feedback if available: bright two-note sounds for collecting motes, a short chord for casting, a fuller chord for studying, a gentle chord for resting and level-up, and a low/error sound for invalid actions or insufficient resources. Require a first click or key press to initialize audio, but keep the game playable without relying on sound.

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