Skip to content

Arcade › Block Valley

Block Valley

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

Discussion

Nobody has said anything about Block Valley yet. Play it, then tell Yomara Albuoy what you would add next.

Make your own game

Block Valley was built by Yomara Albuoy 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 Valley 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 Valley

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 first-person voxel sandbox game titled “Block Valley,” built with Three.js or an equivalent real-time 3D engine. The player explores a small procedural block world from a first-person camera with a centered white “+” crosshair. Use a bright sky-blue background with light atmospheric fog, strong daylight, soft shadows, and an isometric-looking blocky landscape made from 1x1x1 cubes. Generate a roughly 37-by-37 terrain grid (coordinates -18 through 18) whose heights vary with smooth sine/cosine noise, producing grassy hills and lower shoreline areas. Fill terrain downward with dirt and stone: top surfaces should be grass except at low elevations, where they become pale sand; include translucent blue water in low spots. Add four simple block trees at fixed scattered locations, each with a four-block-high brown wood trunk and a rounded, cubic cluster of green leaf blocks. Use generated, pixel-like canvas textures for grass, dirt, stone, wood, and leaves: mottled colored squares with darker borders/grid-like edges rather than external copyrighted assets. Water should be semi-transparent blue.

The player starts above the central valley with health 10, an inventory count of 24 blocks, and a first-person block sword visible at the lower-right of the camera. The sword is made from simple cuboids: pale metallic blade, bright tip/edge, gold guard, and brown handle, and it visibly swings when attacking. Movement uses WASD or arrow keys, with mouse pointer-lock movement to look around, Space to jump, and F to toggle flight; in flight, Shift descends. Apply gravity, collision against solid blocks, stepping only across terrain height changes of at most one block, and reset the player if they fall far below the world. The player can select grass, dirt, or stone for placement with keys 1/2/3.

Implement the core sandbox actions through the crosshair: left click or a mobile Break button mines the solid block being aimed at within about 6.2 units, except the bottom/bedrock layer, which reports “Bedrock is too hard.” Mining removes the block, increases the inventory count, and displays “Block mined.” Right click or a mobile Place button places the selected material on the face adjacent to the targeted block, if the inventory is nonzero and the location is not occupied or too close to the player; decrement inventory and display “Block placed.” Ignore water as a mine target. Show a white outline around the currently targeted block. Include short generated synthetic sounds for breaking, placing, jumping, footsteps, sword swings, damage, and other creature effects.

Populate the world with four block-built pink pigs at scattered grass locations. Each pig consists of a cuboid pink body, head, snout, tiny dark eyes, ears, and four legs. Pigs wander autonomously with a simple gait animation, avoid water, avoid drops greater than one block, and occasionally make a synthetic oink when one is within roughly 16 units of the player. Add three block-built zombies at scattered locations. Zombies have green cuboid heads and arms, a blue shirt/torso, dark blue pants, dark eyes, and raised arms. They pursue the player when within 18 units and otherwise move slowly, avoid water and terrain drops over one block, animate their limbs, and emit occasional low synthetic groans when near the player. At close range they damage the player for one health point once per second. On reaching zero health, immediately restore health to 10 and respawn the player near the starting position with a status message.

Zombies must catch fire in direct sunlight when no solid non-water block is above them. Show animated orange/yellow/red cone-like flames around burning zombies, apply one burn damage every 0.8 seconds, play crackling sounds, and hide/respawn a zombie after it burns up; killed zombies should also become invisible and respawn after five seconds. Give the player a melee sword attack on E or the mobile Sword button, with a roughly 0.42-second cooldown and visible swing animation. It should hit the best zombie in front of the camera within about 3.4 units, deal 3 damage, knock it back, and show “Zombie slashed” or “Zombie defeated”; otherwise show “Sword missed.”

Use a clean HUD over the scene. At the top, show a dark translucent rounded panel labeled “Block Valley” and a small status line, plus separate dark panels reading “Health: 10” and “Blocks: 24,” updating live. Display a large centered crosshair. Before play, show a prominent green “Play” button; clicking it initializes audio, starts the game, hides the button, requests pointer lock on desktop, and shows a status such as “Mine, build, and listen.” On desktop show a centered help panel reading controls such as “WASD move · mouse drag look · Space jump” and “E / Sword attacks zombies · Break mines · Place builds.” On touch/mobile layouts, hide the desktop help and provide a translucent directional pad with up/left/down/right buttons plus Jump, Sword, Break, and Place buttons along the bottom; allow dragging in the center/right portion of the screen to look. Keep the visual style cheerful, low-poly, voxel-based, and Minecraft-inspired but use only generated original geometry/materials and textures.

More free browser games

Browse the whole Arcade →