Skip to content

Arcade › Block Realm

Block Realm

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
  • mining
  • survival
  • mobile-friendly
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about Block Realm yet. Play it, then tell Pi Tung what you would add next.

Make your own game

Block Realm was built by Pi Tung 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 Realm 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 Realm

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-based 3D first-person voxel sandbox game titled “Block Realm.” Use a Three.js-style perspective camera with a bright sky-blue background, distance fog, soft hemisphere ambient lighting, and a directional sun that casts shadows. The player should see a centered white crosshair and explore a chunky cubic world from eye level.

Generate a finite square voxel landscape approximately 41 by 41 columns, with terrain height varying from about 3 to 15 blocks using smooth sinusoidal hills and ridges. Each column is made of cubic blocks: grass on the surface, dirt beneath it, and stone deeper down. Carve occasional underground openings and tunnels, including a noticeable tunnel region through the terrain. Scatter simple blocky trees around the world: vertical brown wood trunks about three blocks high with clusters of dark-green leaf cubes above them. Keep the world visually clean and low-poly, with flat colored cube materials: green grass, brown dirt, gray stone, tan wood, and darker green leaves.

The player is a collision-enabled capsule/box-like first-person character with horizontal movement speed, gravity, jumping, and solid block collision. Start the player near the center/central terrain area. Support WASD and arrow-key movement relative to the camera yaw, Space to jump, and mouse look: on desktop, clicking Play begins the game and requests pointer lock, while dragging/clicking the view allows looking around. On touch devices, tapping Play starts the game and dragging the empty screen rotates yaw and pitch. Clamp vertical look so the player cannot flip over. Prevent placing blocks inside the player and keep the player within the world area; falling out of the world respawns the player.

Add four collectible/buildable materials in a hotbar: Grass, Dirt, Stone, and Wood. Give the player starting counts of 16 grass, 12 dirt, 10 stone, and 8 wood. Display four selectable hotbar slots with a colored swatch, material name, and count, highlighting the selected slot. Select materials with number keys 1–4 or by tapping the mobile slot. Aim at blocks with the center crosshair and use raycasting within roughly seven blocks. Break the targeted block with Q or desktop left click, or the mobile BREAK button; do not allow breaking blocks at the bottom y=0 layer. Breaking a block removes it, increments the broken/world-edit counter, and adds the corresponding buildable material back to inventory. Place the selected block against the face of a targeted block with E or desktop right click, or the mobile PLACE button, if there is inventory available and the new block is within the vertical world limit; decrement inventory and increment the placed/world-edit counter. Outline the currently targeted block with a thin white wireframe highlight, but hide the block outline while an enemy is the current target.

Populate the world with several roaming bright-green cube/slime enemies. Each enemy is a roughly 0.9-wide by 0.75-high green cube with two small black square eyes on its front, a subtle squash-and-stretch/bobbing animation, and simple shadows. Start with enemies distributed at locations around the terrain, then maintain roughly eight active enemies by spawning replacements near the edges. They wander over walkable terrain, chase/turn toward the player when within about 12 blocks, and damage the player for one health point when within about 1.15 blocks, with a short attack cooldown. Give each enemy three hit points. Attack the enemy targeted by the crosshair using F or the mobile ATTACK button; close-range targeted attacks reduce its health, briefly lighten its color, and defeat it after three hits. Defeated enemies disappear, increment the kill count, and award one stone. The player has five hearts/health; show health loss visually with a brief reddish sky flash. When health reaches zero, restore five health and respawn the player near the starting area.

Build a translucent, modern game HUD over the scene. At the top center show a small rounded dark translucent title pill reading “BLOCK REALM,” then rounded translucent status panels showing health hearts, selected material and its count, enemy count, kills, world edits as +placed/-broken, and save status. Show a compact instruction line explaining movement, look, jump, attack, place, break, and number-key material selection. At the upper right provide SAVE and RESET buttons. SAVE immediately stores the current edited world state locally in browser storage; autosave after mining, placing, or enemy kills with a short delay. Persist removed base blocks, placed blocks, inventory, selected material, edit counts, and kills. RESET clears the local save and reloads a fresh generated world.

At the bottom, provide touch-friendly translucent controls: a three-by-three directional pad with up/left/down/right arrows and a JUMP button, plus stacked ATTACK, BREAK, and PLACE buttons. Center a translucent rounded hotbar above the bottom controls on small screens and near the bottom center on larger screens. Buttons should have rounded corners, subtle borders/shadows, active pressed states, and a blue highlight for the selected slot/control. Before starting, show a centered dark translucent rounded modal over the dimmed world with the heading “BLOCK REALM,” descriptive text explaining this is a Minecraft-style sandbox with blocky terrain, mining, building, and wandering, separate desktop/phone look instructions, and a large green PLAY button. Hide the modal after Play is pressed. Use responsive layouts so the desktop HUD and mobile controls remain readable without adding extra gameplay systems such as crafting, day/night, audio, or additional enemy types.

More free browser games

Browse the whole Arcade →