Arcade › Block Grove
Explore a blocky island with streaming hills, trees, and caves, then mine stone, wood, and glowing ore to craft torches, furnace recipes, and cave kits. Place blocks, light tunnels, collect shards, and manage everything from your backpack.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. brambreck built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Grove yet. Play it, then tell brambreck what you would add next.
Block Grove was built by brambreck 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 Grove 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 first-person voxel sandbox game titled “Block Grove.” Render a blocky procedurally generated outdoor world in Three.js or an equivalent 3D engine: bright blue sky with soft atmospheric fog, warm sunlight and shadows, rolling grassy hills made from cubic blocks, exposed brown dirt layers, stone underground, scattered blocky trees with brown wood trunks and green leaf cubes, and visible cave mouths that lead into winding underground tunnels and pockets. The camera is eye-level first person with a centered white crosshair and a simple white HUD. Use a chunky low-poly/pixel-textured style: grass tops are bright green with darker brown/green sides, dirt is brown, stone is gray, wood is brown with subtle vertical grain, leaves are green and slightly translucent. The world should be deterministic/procedural, streamed in nearby square chunks around the player and unloaded at a distance. Include collision-based walking over terrain, gravity, jumping, and an optional fly mode. The player starts on the grassy terrain near the origin, facing the hills. On-screen at top left show the title “Block Grove” and live coordinates formatted x, y, z, along with loaded chunk count, glow shard count, torch count, and furnace count. At top right show controls: click to lock mouse, WASD move, Space jump, mouse look, left click break, right click place, number keys 1-8 select blocks, B backpack, C craft, E furnace, and F fly. Put a small white crosshair at screen center. At bottom center display a translucent rounded hotbar with eight selectable swatches/slots: Grass, Dirt, Stone, Wood, Leaf, Glow Ore, Torch, Furnace; the first slot is initially selected with a pale yellow highlight. On mobile, support drag-to-look plus visible D-pad, Jump, Mine, and Place buttons, and make hotbar slots tappable. Core interaction: ray-march from the crosshair through the voxel grid up to about 7.5 blocks. Highlight the targeted block with a faint white cube outline/overlay. Left click or Mine breaks the targeted block, updates the terrain, and adds ordinary mined blocks to the backpack; do not allow breaking the deep base layer. Right click or Place adds the currently selected block to the adjacent face, unless it would overlap the player or is out of range. Ordinary terrain blocks can be mined and placed freely. Torch, Glow Ore, and Furnace are inventory-limited: crafting creates them, placing consumes one. Use instanced visible-face voxel meshes for performance. Generate terrain with smooth deterministic height variation, a stone core down to a deep minimum, grass on the top surface, up to roughly three dirt layers beneath it, and stone below. Carve deterministic surface cave mouths, winding tunnels, and underground pockets while preserving a roof buffer and deep base. Put cyan glowing ore veins mainly on cave walls and in deep stone. Glow Ore blocks have cyan emissive pixel textures and occasional small cyan point lights. When a Glow Ore block is mined, spawn a small floating cyan glowing faceted shard that bounces, rotates, emits light, and can be collected by walking within about one block; collecting increments the glow shard counter. Shards are not normal placeable inventory items. Add a crafting panel opened by the Craft button or C. Show current materials and these exact recipes: 4 Torches costs 1 wood + 1 glow shard; 1 Glow Ore Block costs 1 stone + 2 glow shards; Cave Kit costs 2 wood + 2 stone + 1 shard and produces 4 torches plus 1 glow ore; 1 Furnace costs 8 stone. Selecting a crafted placeable item should switch the selected hotbar slot. Add a Furnace panel opened by the Furnace button or E. It only enables recipes when the player is standing near a placed furnace (within roughly 4.25 blocks) or aiming at one. Include exact smelting recipes: Bake Stone, 2 dirt to 1 stone; Hot Torch Batch, 1 wood + 1 stone + 1 shard to 8 torches; Refined Glow Ore, 2 stone + 1 shard to 1 glow ore block. Show disabled buttons when materials or a nearby furnace are missing, and provide brief status messages for mining, placement, crafting, smelting, pickup, and invalid actions. Add a Backpack panel opened with B or the Backpack button. Display counts for every carried block/item (grass, dirt, stone, wood, leaf, glow ore, torch, furnace), plus Glow Shards, and mined and placed statistics. Tapping a backpack block item selects it on the hotbar. Keep the HUD and panels as translucent dark blue-gray rounded cards with white text, yellow recipe buttons, compact responsive styling, and a start overlay card with the title, a GOAT Edition description, desktop/mobile controls, and a yellow “Start building” button. Populate the starting hills with six small wandering blocky goats for personality. Each goat should visibly consist of a cream voxel body, smaller head and beard, four dark legs/hooves, two tan horns, and a tail. Have them wander slowly within a home area, turn occasionally, follow the terrain height, and animate their legs while moving. Do not add combat, enemies, health, quests, or unrelated systems. The main loop is explore hills and caves, mine grass/dirt/stone/wood/leaf/glow ore, collect shards, craft torches and cave kits, place blocks and lights, craft and place a furnace, smelt improved recipes, and manage resources through the backpack.