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Blockbound

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

2 plays ·added August 14, 2026

About Blockbound

Lovely Minecraft good fun nice play now you will live it

How to play

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

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell Jayden Do what you would add next.

Make your own game

Blockbound was built by Jayden Do 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 Blockbound 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 Blockbound

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 playable first-person voxel sandbox game titled “Blockbound.” Use a Three.js-style 3D perspective camera with mouse-look and a centered white crosshair. The player is an invisible first-person avatar moving through a compact block world; show the world from eye level, with hard-edged one-meter cubes, simple low-poly geometry, nearest-filtered pixel-like block textures, soft shadows, and a bright blue sky that gradually cycles through day and night. Add atmospheric fog in the distance and directional sunlight whose intensity and position change over the day/night cycle.

World layout: generate a roughly 41-by-41 horizontal island/world area from x/z -20 through 20. Build raised terrain with a central meadow, a desert on the eastern side, a snowy ridge/region toward the north (negative z), and a muddy swamp toward the south (positive z). Terrain is made from stacked cubes: grass tops in the meadow, sand in the desert, snow in the snowy area, clay in the swamp, dirt beneath most natural tops, and stone lower down. Include a deep central stone shaft/cave under the central area, extending down to approximately y=-32, with several carved-out cave chambers and tunnels. Place visible ore blocks in the underground stone: coal, iron, and rarer diamond. Include several blocky oak trees in the meadow with brown wood trunks and clustered green leaf cubes, snow-covered pine-like trees in the snowy region with wood trunks and snow foliage, and several simple wooden cacti with side arms in the desert. Add a small raised crafting table near the starting area, made from a wooden tabletop and four legs with a contrasting stone mark on top.

Start the player around (0, 4.2, 6), near the central surface and crafting table. Support FPS movement with WASD, mouse look, jumping with Space, gravity, and collision against the voxel world and terrain. On touch/coarse-pointer devices, provide an on-screen movement/look control such as a translucent circular joystick and large circular MINE, PLACE, and USE buttons; on desktop, use mouse buttons instead. Desktop controls should be: WASD move, mouse look, Space jump, left click mine the block under the crosshair, right click place a selected block against the targeted block, number keys 1–6 select the hotbar material, E use/open the crafting table, and R restart after death. Prevent the browser context menu.

Mining and building are the core loop. Raycast from the screen center into the voxel meshes. A successful mine removes the targeted cube and spawns a small matching dropped cube at the mined location; it should arc/fall with gravity, settle on the nearest support, slowly bob and rotate, and be automatically collected when the player comes within about 1.35 units. Collection increases the corresponding inventory count and restores a small amount of hunger. Let the player place a selected block on an adjacent face only when they have one in inventory and the target is within the playable vertical range (approximately y=-32 through 14). The six hotbar slots are grass, dirt, stone, wood, sand, and snow, numbered 1 through 6, with the selected slot outlined yellow. Show each slot as a colored swatch with its number and current count. Newly mined blocks are collected into inventory; initial hotbar material counts can be zero.

Add survival HUD in the upper-right: a red heart Health meter starting at 100 and a gold Hunger meter starting at 100, each with a numeric value and horizontal bar. Hunger drains continuously over time; when hunger reaches zero, health drains rapidly, and at zero health stop player controls and show “You died. Press R to restart survival.” Restart resets health, hunger, timer, and player position. Keep a small upper-left title reading “BLOCKBOUND” in bold uppercase white lettering with a dark shadow. Beneath it show the desktop control hint: “WASD move · mouse look · Space jump · click mine · right click place · 1–6 select · R restart” (hide this hint on touch devices). Put a centered lower message panel with the initial text “Mine the world. Build your own path.” and update it with contextual messages such as collected material, placed blocks, lack of materials, and survival/death status.

Add crafting near the crafting table. The table is usable only when the player is within roughly 4.2 units. Press E on desktop or USE on touch to open/close it; if too far away show “Move closer to the crafting table.” Display a dark translucent Crafting panel at the lower-left with buttons for exactly these recipes: “Torch · 1 wood + 1 stone → 4,” “Bread · 3 grass → 1,” and “Stone brick · 2 stone → 1.” Disable buttons when the table is not open/nearby or materials are insufficient. Crafting consumes the listed resources and adds torch, bread, or brick to inventory, showing a crafted message. Match the supplied visual style: open sky occupying much of the view, saturated green/brown/gray voxel blocks with simple speckled or striped textures, strong angular shadows, restrained dark translucent HUD panels, and clean white system UI text. Do not add enemies, quests, multiplayer, weapons, or features not described here.

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