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Arcade › Block Heist Yard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Heist Yard yet. Play it, then tell Dmytro Shvets what you would add next.
Block Heist Yard was built by Dmytro Shvets 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 Heist Yard 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.
Recreate a playable browser 3D first-person voxel demolition heist called "Block Heist Yard". Use a Three.js-style perspective camera with mouse look and pointer lock, a centered white four-line crosshair, and a compact industrial yard viewed at eye height. The scene should have a cool gray-blue sky/background with fog, a dark gray concrete slab floor covered by a faint square voxel grid, strong cool ambient light plus warm low industrial sunlight and an amber warehouse light. Everything should be chunky, block-based, and stylized rather than realistic: gray concrete perimeter walls, dark concrete wall sections, red brick warehouse walls, steel roof lips/panels, wooden brown crate barricades, and yellow hazard-striped/steel gate pieces. Begin with a full-screen dark translucent radial overlay and a centered navy rounded card titled "Block Heist Yard". Explain that this is a first-person voxel demolition sandbox: smash walls, spray marks, plant charges, steal three glowing loot crates, and escape before the alarm reaches zero. Show the controls on the card: WASD move, mouse look, Space jump, 1/2/3 tools, LMB use, E steal, R detonate charges, plus a large orange "Enter Yard" button. Clicking it hides the card and requests pointer lock. Build a small enclosed industrial yard approximately 32 by 32 world units, bounded by destructible one-unit voxel wall blocks about 2.2 units high. Leave openings/weak shortcut sections in the perimeter, including a north hazard gate made from alternating yellow hazard and steel blocks. In the middle/back area, build a blocky destructible warehouse spanning roughly x=-2 to 11 and z=-8 to 1: red brick lower and upper wall voxels, a steel roof lip, and thin destructible steel roof panels, with a doorway area near the front. Add a smaller concrete office structure on the left side around x=-14 to -6 and z=-5 to 2, also made from destructible voxel blocks. Scatter brown wooden crate barricades and cover in groups around the yard. Add decorative Kenney-style low-poly models if available: an orange escape van near the south/right edge around (13,12.8), a parked truck near the opposite side, a factory door at the warehouse, and several extra crate props. The van is the escape destination, but it need not be a physically drivable vehicle. Place exactly three marked loot targets, each a glowing golden-yellow cube with a rotating body, a bright torus/ring marker on the ground, and a small yellow marker pole: a "Server Core" around (7.5,-4.5), a "Tool Safe" inside/near the left office around (-10.1,-1.3), and a "Generator Key" around (13.1,-12.4). The player must stand within about 1.75 units and press E to steal one. Stolen targets disappear, and the HUD tracks Loot 0/3 through 3/3. The first theft starts a 95-second alarm countdown; before the first theft the HUD says Alarm: not started. After all three are stolen, the player must reach within about 3.2 units of the escape van to win. If the timer reaches zero, end the game with a loss. There are no enemies or NPCs; the pressure comes from the timer, navigation, and demolition. Implement three selectable tools. Tool 1 is a Sledgehammer: left-click the centered raycast target at close range (about 4.1 units) to damage only destructible voxel blocks, dealing 1.25 damage per hit. Perimeter and warehouse/office blocks generally need multiple hits (2 or 3 HP), while crate voxels have 1 HP. Destroyed blocks vanish and create a burst of beige dust plus several small physics-like debris cubes that fly outward, spin, bounce briefly, then expire. Tool 2 is a Spray Can: left-click any raycast wall or crate up to about 12 units to place a flat circular blue or pink paint mark oriented to the struck surface; it is cosmetic and intended as a route-planning mark. Tool 3 is Explosive Charges: left-click a surface up to about 12 units to attach a small blinking red/pink charge just off that surface. Allow at most six planted charges, show the count in the HUD, and press R to detonate all planted charges in a short sequence. Each blast creates a large dust burst and brief orange point-light flash, damages/destroys nearby voxel blocks within roughly 4.4 units (stronger close to the center), and gives nearby debris/player a physical impulse. Give the player WASD or arrow-key movement, mouse look after pointer lock, sprint-like faster movement while Shift is held, and a simple jump with Space. Use first-person collision against the block geometry, a player radius around 0.36 and eye/player height around 1.7; allow jumping over/around obstacles. Movement should stop against intact blocks, while destroyed blocks open shortcuts. Left click activates the selected tool, number keys switch tools, E steals nearby loot, and R detonates charges. Provide touch-friendly bottom buttons on coarse-pointer devices for 1, 2, 3, STEAL, and JUMP. Keep the HUD always visible over the rendered scene. At top-left use a translucent dark rounded panel showing the selected tool with its number, name, colored hint, and "Charges: n/6 · R detonates". At top-right use another translucent panel showing "Loot: n/3", "Alarm: not started" or the countdown in seconds, and either the remaining target count or "Reach the escape van". At bottom center display contextual messages such as nearby "Press E to steal [label]", tool-use feedback, planted-charge notices, alarm warning, win text "YOU ESCAPED with all three targets...", or loss text "ALARM TIMER HIT ZERO — you lost the yard heist." Use dark navy translucent panels, white text, orange emphasis, green success text, red low-alarm/loss text, and an orange start button. Include dust particles, glowing loot, blinking charges, rotating loot markers, shadows, fog, and simple impact/jump sound effects where possible. The game should be a complete playable loop: enter yard, explore, smash or blast through voxel walls, optionally mark routes with spray, steal all three targets, race to the van before 95 seconds expires, and show the resulting win/loss state.