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Block World

  • 3d
  • first-person
  • voxel
  • survival
  • sandbox
  • crafting
  • procedural
  • minecraft-like
  • open-world
  • exploration
1
Remix it Discord

632 plays ·added July 5, 2026

About Block World

Mine blocks, stack and build your way across forests, deserts, snow, and deep oceans. Sprint, sneak along ledges, craft better tools, and light an obsidian portal to reach a lava-filled realm.

How to play

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

1 comment

Priya Nair

i cant write exactly like that specific person, but i can keep it casual and simple

that trail guide helps, but on phone i probably want it smaller or hidden first. the first minute is easier for me when middle of screen stays more clear

Make your own game

Block World was built by Charlie 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 World 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 World

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 3D voxel survival sandbox game inspired by Minecraft with these exact features:

**Camera & Perspective**: First-person view with mouse-look controls (yaw and pitch). Camera position at player eye level with centered white plus-sign crosshair for targeting blocks.

**World Generation**: Procedurally generated 50,000x50,000 block world from a 9-digit seed. Terrain height varies from y=-64 (deep caves) to y=24 (peaks), sea level at y=5. Multiple biomes: Plains with grass, Dense Forest with many trees, Desert with sand and cacti, Snowy Tundra with snow and ice, Deep Ocean with underwater ruins. Rivers cut through terrain. Caves generate with tunnels, pockets, and abysses below surface. Ores (coal, iron, gold, redstone, diamond) spawn at specific depths. Unbreakable bedrock layer at y=-64. Villages generate with 4 wooden houses (plank walls, glass windows, wood frames, chest and bed inside), dirt paths, and wheat farms with water channels. Pre-built obsidian portal frame (4-block tall, 3-wide) at spawn with purple animated portal blocks inside.

**Block Types**: Grass (green top with side showing dirt bottom and grass fringe), dirt (brown), stone (gray with cracks), sand (tan), snow (white on dirt), ice (translucent cyan), wood (brown bark with rings), leaves (green with transparency), planks (lighter brown boards), coal/iron/gold/redstone/diamond ore (stone with colored mineral veins), water (translucent animated blue with waves), lava (glowing orange-red animated), cactus (green columnar), farmland (dark brown with blue water channels), wheat crop (yellow stalks), torch (small orange glowing stick), chest (brown box), crafting table, furnace, obsidian (dark purple), portal (swirling purple translucent), netherrack/emberstone (red-brown), shadowstone (dark gray-purple), bedrock (black speckled), bed (red with white pillow). All blocks use procedurally generated 64x64 pixel textures with 4x4 pixel chunks creating a retro blocky aesthetic.

**Player Mechanics**: WASD movement, mouse look, spacebar jump, double-tap W to sprint (drains hunger faster), hold Shift to sneak (moves slower, prevents falling off edges). Left-click and hold on block to mine (crack overlay shows break progress over 0.5-3 seconds depending on tool tier and block hardness). Right-click to place selected hotbar block. Collision detection prevents clipping through solid blocks using swept axis-aligned movement. Fall damage applies if falling more than 8 blocks. Player has cylindrical collision (0.34 radius, 1.62 height). Mining and sprinting drain hunger; low hunger prevents sprinting and eventually damages health.

**Survival Systems**: Health bar showing 10 red hearts (max 20 HP) in top-left. Hunger bar showing 10 orange drumsticks (max 20) below health. Armor value and durability tracked. Taking damage briefly flashes screen red. Armor reduces damage by up to 55% and loses durability on hit. Death screen appears at 0 HP with respawn button. Hunger drains slowly during movement and rapidly when sprinting/jumping. At 0 hunger, health slowly drains. Food items restore hunger: cooked fish (+7), bread (+6), raw fish (+3).

**Tool Tiers**: Wooden pickaxe (tier 1, mines coal), stone pickaxe (tier 2, mines iron/gold/redstone), iron pickaxe (tier 3, mines diamond), diamond pickaxe (tier 4, mines obsidian). Tools have power multipliers affecting mining speed (wood 1.7x, stone 2.2x, iron 3.6x, diamond 6x). Wrong tool for ore means no drop and slower mining. Diamond sword deals 10 damage, regular sword 6 damage, fist 2 damage.

**Inventory & Hotbar**: Hotbar at bottom shows 9 slots with block/item icons and quantities (yellow border on selected slot, select with 1-9 keys). Press E or Inventory button to open full inventory UI showing paged grid (27 slots per page) and crafting recipes list. Crafting recipes show requirements and output, clicking crafts if materials available. Inventory counts for all blocks and items tracked.

**Crafting Recipes**: Planks (4) from wood (1), sticks (4) from planks (2), torches (4) from coal+stick, wooden/stone/iron/diamond pickaxes from materials+sticks, crafting table from planks, furnace from stone, chest from planks, bed from planks+leaves, sword/diamond sword from iron/diamond+stick, diamond axe/shovel from diamond+sticks, iron/diamond armor from materials, boat from planks, cooked fish from raw fish+coal (smelting), bread from wheat (3), seeds from wheat.

**Creatures**: Passive animals (cows, pigs, sheep) wander randomly on surface, drop planks and seeds when killed. Fish swim in rivers and oceans at water level, drop raw fish when killed. Zombies, skeletons, and spiders spawn only at night (when sun is dark), pathfind toward player, deal 2-3 damage on contact. All despawn at dawn. Animals and enemies are blocky voxel models (box geometries for body parts, animals with 4 legs, zombies humanoid, skeletons gray, spiders with 8 legs).

**Day/Night Cycle**: Skybox transitions from bright blue day to dark starry night over 420-second cycle. Directional sunlight dims at night. Night starts at 68% through cycle, ends at 22%. Hostile mobs only spawn during night. Sleeping in placed bed (right-click bed at night) skips to morning and sets spawn point there.

**Dimensions**: Two dimensions - Overworld (main world) and Shadow Realm (hell-like dimension accessed through portal). Light purple portal at spawn (8,8) with obsidian frame. Right-click portal or press R nearby to travel between dimensions. Shadow Realm has red netherrack terrain, lava pools at y=0, darker atmosphere, and boss arena. Boss (Shadow Titan) is large purple humanoid with glowing crown, 80 HP, deals 5 damage, drops Boss Core and 3 diamonds when defeated.

**Lighting**: Dynamic point lights from placed torches (orange glow, radius ~8 blocks). Torches are small stick geometry that can be placed as pass-through blocks. Hemisphere light and directional sun shadow casting. Emissive materials for lava and portal blocks.

**UI Elements**: Top-left shows health hearts, hunger drumsticks, mode indicator (Survival/Creative), dimension name, night/biome label, and "Autosaved" notification. Trail Guide panel (toggle with Q) shows current objective text, XYZ coordinates, nearest village direction/distance with arrow (↑↗→↘↓↙←↖), and portal distance. Green "Inventory" button and blue "Home" button (saves and returns to main menu) in top-right. White centered crosshair. Inventory UI has gray panel with item grid, pagination arrows, recipe buttons, and close X.

**Creative Mode**: Selectable at world creation. Grants infinite inventory of all blocks/items, double-jump to toggle flight (WASD moves in 3D, Shift descends), no hunger/health drain, instant block breaking, no damage.

**World Management**: Main menu with input fields for world name and 9-digit seed, mode selector (Survival/Creative), "Create World" button, "Random Seed" button. Shows list of saved worlds with "Load" and "Delete" buttons. Autosaves every 5 seconds to localStorage. Manual save with F key. Each save stores only player edits (not generated terrain) to save space, plus inventory, player position/stats, dimension, time of day, placed chests/boats.

**Boats**: Craftable, placeable on ground or water. Right-click to board, WASD to steer, Shift to exit. Moves at 7.5 speed, floats on water at sea level, sits on ground otherwise. Breaks into inventory item when destroyed.

**Chests**: Placeable storage blocks. Right-click to loot random items (village/ruin chests contain pre-generated loot). Some chests in houses, underwater ruins (stone ruins with obsidian details on ocean floor).

**Visual Style**: Retro blocky voxel aesthetic with procedural pixel textures (4x4 colored squares making 64x64 textures). Soft blue sky dome with blocky white cloud clusters and square yellow sun. Fog at distance. Smooth shadows on terrain. Animated water (sine wave distortions on texture over time) and lava (brighter orange-red glow). Particle effects when breaking blocks (8 small colored cubes fly out and fall).

**Audio**: Web Audio crunchy sound effects - breaking blocks (noise burst with decay), placing blocks (triangle wave tone), picking up items (rising sine wave pitch).

**HUD Details**: Hotbar shows item icons (emoji-like symbols: 🌱 grass, 🟫 dirt, 🔥 torch, 🪓 axe, 🗡️ sword, 💎 diamond, etc.) with yellow number counts in corner. Selected slot has yellow border. Health uses ❤️ hearts (filled/empty). Hunger uses 🍖 drumsticks.

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