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Arcade › Block Haven

Block Haven

  • 3d
  • voxel
  • sandbox
  • first-person
  • procedural
  • building
  • exploration
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. drebiejo35 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Haven yet. Play it, then tell drebiejo35 what you would add next.

Make your own game

Block Haven was built by drebiejo35 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 Haven 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 Block Haven

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 lightweight first-person Three.js voxel sandbox titled “Block Haven.” Render an endless-style procedural block world viewed through a 75-degree perspective first-person camera with pointer-lock mouse look. The player starts at approximately world position (0, 18, 18), can fly freely with no terrain collision, gravity, damage, survival, or health bar, and cannot descend below Y=3. Use a bright sky-blue background and exponential blue fog, with soft hemisphere lighting, directional cascaded shadows, colorful simple cube geometry, and a clean low-detail voxel aesthetic.

Generate terrain deterministically from a fixed seed (1337) using smooth 2D noise. Make rolling terrain with heights roughly 4 plus large-scale variation up to about 7 blocks and smaller detail variation up to about 3 blocks. Build the world in 16x16 chunks, streaming a 3x3 area around the player and processing additional chunks gradually as the player moves. Terrain should have a top layer of grass on higher ground, sand on low ground (height <=5), occasional stone tops based on moisture noise, dirt immediately below the surface for two layers, and stone deeper down. Include rare small trees on sufficiently high ground: brown wood trunks about three blocks tall with compact green leaf canopies.

Scatter simple procedural village houses across the terrain using deterministic cell-based placement, with houses appearing only in some 28x28 world cells. Each house should be a small block-built structure around 9x9 blocks including a plank floor, brick walls, wood ceiling/corner supports, glass window sections, a front door opening, and a dark red roof band plus roof top. Houses should be made from the same cubic voxel blocks and integrated into the terrain.

Support editing with a center-screen white plus crosshair and a raycast range of about 12 blocks. Highlight the block under the crosshair with a thin white wireframe cube. When the pointer is locked, left click removes the targeted block and right click places the currently selected block on the struck face, unless placement would overlap the player. User changes persist in the generated world: removed blocks stay removed and placed blocks override generated terrain. Display short status messages such as “Removed Stone.” and “Placed Grass.”, reverting after a few seconds to “Unlimited blocks ready.”

Provide these block types and palette colors: Grass green (#6fbf4b), Dirt brown (#8d5a35), Stone gray (#8d949b), Sand tan (#d8c27a), Wood brown (#8b643d), Planks light brown (#c99a5b), Brick muted red (#a14a42), Glass translucent pale blue (#9ddcff), Leaves green (#3f8b41), Water translucent blue (#3e7fd6), Roof dark red (#6b2530), and Gold yellow (#e4c84b). Use slightly transparent materials for glass and water, rough matte materials for most blocks, and modest metallic response for gold. There is no actual water simulation or special block behavior; water is simply a selectable translucent cube.

Controls: click the game to capture the mouse and use mouse movement to look; WASD moves relative to the camera’s horizontal facing; Space flies upward; either Shift key flies downward; Ctrl increases movement speed from about 16 to 24; Q/E or mouse wheel cycles the selected block; number keys 1-9 select the first nine palette slots; left click breaks a block; right click places one; R resets the camera to the spawn position; Escape releases pointer lock. Prevent the browser context menu. Movement is normalized and camera-relative, with free vertical flight.

Build a translucent dark navy HUD overlay with rounded corners, subtle borders, blur, and shadows. At upper left show a “BLOCK HAVEN” title in spaced uppercase text and an instructions panel reading that the player flies forever with no damage or health bar, plus the controls. At upper right show a two-column block palette with colored swatches, names, and numbered labels (slots 1-9, with the tenth labeled 0), visibly highlighting the active selection. At lower left show live camera coordinates to one decimal place, loaded chunk and block counts, the selected block name, and the current message. Keep the crosshair centered over the 3D world. The overall interface should match a clean dark glassmorphism overlay against the colorful foggy voxel landscape.

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