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Arcade › Block Borough
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shiloh Rashford built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Borough yet. Play it, then tell Shiloh Rashford what you would add next.
Block Borough was built by Shiloh Rashford 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 Block Borough 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.
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 browser-playable Three.js first-person 3D low-poly urban sandbox roleplay game titled “Block Borough.” The player spawns on foot at the center of a compact gritty neighborhood, with a dark charcoal ground plane, a readable grid of broad gray road tiles and pale sidewalks, blocky Kenney-style commercial/apartment buildings around the streets, alleys, benches, dumpsters, signs, parked vehicles, animated pedestrians, and police patrols. Use a cool blue-gray late-afternoon atmosphere with fog, strong warm directional sunlight, soft shadows, street lamps with glowing bulbs and small pools of warm light, and simple stylized geometry/materials. The camera is first-person: show a small white crosshair at screen center, mouse/pointer-lock controls for looking around, and a held weapon model at the lower-right when a weapon is equipped. While driving, switch to a pulled-back third-person chase camera behind and above the vehicle. Build the neighborhood as a bounded square roughly 66 by 66 world units. Lay roads in a grid around the central axes and outer blocks. Place multiple varied low-poly buildings/apartment storefronts around the road edges, including four clearly labeled interaction locations: DELI, PAWN, JOBS, and CLINIC. Add simple open shop/job interiors with floors, three walls, counters, interior lights, and signboards. Place dumpsters in alleys, benches near corners, and several streetlights. Park three usable vehicles—two yellow taxis and a van—plus several police cars as visible city props/vehicles. Add animated worker characters for a deli clerk, delivery boss, mechanic, and other workers; local crew NPCs at corners; and animated police officers around the neighborhood. Characters should idle and wander near their home positions, use walk/run animations when moving, and be visually low-poly/stylized. Start with an overlay card explaining the premise and controls and a “Click to spawn” button. Initial player state: $80 cash, Rep 0, Health 100, Wanted status “Clean” (wanted level 0), inventory slots containing Fists, Phone, and Medkit, with slot 1 selected. The top HUD must show dark translucent rounded pills for cash, reputation, health, wanted/clean status, and the selected inventory slot/item. Show toast notifications for purchases, job progress/completion, attacks, police warnings, and respawns. Show a bottom-center contextual hint such as “Explore. E interact, F vehicles, left click tool, 1-3 inventory.” When a job is active, replace it with the job objective, distance or progress percentage; display a rotating gold ring marker at the active target. Core controls: WASD or arrow keys move on foot and accelerate/steer in vehicles; Shift enables faster walking; mouse look works on foot; E interacts or talks; F enters/exits a nearby vehicle; left click uses the selected inventory tool; number keys select inventory slots. Support mobile with a translucent left virtual joystick, right-side touch look dragging, and circular E, F, and Hit buttons. Implement contextual interaction at close range. At JOBS, start a delivery job: travel to a deli drop-off marker around the opposite side of the block to earn $65 and +2 Rep. At a dumpster, start a sanitation job and remain near it for 5 seconds to earn $45 and +1 Rep; progress drains while away. At the taxi job spot near the deli, start a taxi fare, enter a vehicle, and drive to a northern drop-off marker to earn $90 and +2 Rep. At the mechanic spot by the parked van, start a repair job and remain near the van for 6 seconds to earn $75 and +1 Rep. Only one job can be active at a time. Show active job distance/progress in the hint and complete the job automatically when its conditions are satisfied. Implement shops: the clinic sells a Medkit for $45; using a medkit restores 45 health up to 100. The pawn shop sells a Wrench for $80. Add an armory interaction near the pawn area that sells, in order, Pistol for40, SMG for $360, and Rifle for $760. Purchased items are added to inventory and can be selected with number keys. Fists and the wrench are short-range melee tools. Fists deal 24 damage, wrench 42 damage. Pistol deals 48 damage at range, SMG 34 damage with a fast cooldown, and Rifle 90 damage with a longer cooldown. Give ranged weapons visible held GLB models at the lower-right; hide held weapons while driving. Attacks should use the crosshair/aim direction for ranged weapons and nearby NPC range for melee, with simple punch/click sound effects and hit feedback. NPC gameplay: workers are non-hostile and provide hints when approached. Crew NPCs give a warning about bounties and become aggressive/chase the player after wanted level exceeds 1; they can damage the player in close range. Attacking any NPC raises wanted level (crew attacks add 1, police attacks add 4), changes reputation (crew hits add reputation, non-crew hits reduce it), and knocking out crew pays a bounty that increases with a consecutive bounty streak. NPCs are knocked down temporarily, then recover and return home. Police officers give different interaction lines depending on whether the player is wanted. When wanted, police chase the player, move faster at higher wanted levels, fire warning shots when close at wanted level 3 or above, and arrest the player on contact. Wanted level can reach 5 and passively decreases by one level every 16 seconds; when it clears, reset the bounty streak. Entering a police car while clean should show a warning but still allow the vehicle interaction, making it risky. Vehicles should be enterable when nearby. On entering, attach the player to the vehicle, use vehicle driving physics with forward/reverse acceleration, friction, steering, speed limits, and world bounds; WASD drives and F exits. Taxi and van are intended transportation/job vehicles, while police cars are risky. On exit, place the player beside the vehicle and prevent clipping through buildings. Add simple rectangular building colliders and push the walking player out of buildings; clamp both walking and vehicles to the neighborhood boundary. Lose/penalty rules: health decreases from hostile NPC attacks and police fire. At zero health, respawn the player at the original spawn point with full health, wanted cleared, current job canceled, and a cash penalty capped by available cash (up to $55). If police arrest a wanted player, respawn at the spawn point with the same reset behavior but a larger penalty (up to $95). Reset vehicle state and bounty streak on respawn. Keep the overall experience as an explorable vertical slice rather than a full open world: no minimap or complex menus, only the compact city, contextual hints, HUD, toast log, jobs, shops, combat, wanted system, and driving shown above.More free browser games