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Arcade › Blockbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. STEPHEN JOHN built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockbound yet. Play it, then tell STEPHEN JOHN what you would add next.
Blockbound was built by STEPHEN JOHN 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.
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 first-person voxel sandbox game titled “Blockbound.” Use Three.js or an equivalent 3D engine with a perspective FPS camera, starting around position (0, 4, 7), and mouse-look/first-person controls. The player should move with WASD or arrow keys, jump with Space, and have movement physics with gravity and collision against the voxel terrain. Aim with a small white crosshair fixed at the center of the screen. Build a handcrafted square voxel valley/world from 1x1x1 cubes. The ground should cover approximately x=-12..12 and z=-12..12, with gently varying low terrain heights generated from smooth sine/cosine-like variation: mostly one to three blocks high. The top layer is bright green grass, lower layers are brown dirt, and the bottom layer is gray stone. Add scattered blocky wooden structures/pillars across the valley: narrow vertical wood columns rising from around y=2 through y=5, with simple cross-shaped clusters of wood blocks at their tops. Keep the world open and explorable, with visible gaps, ledges, and elevated platforms like the screenshot. Use hard-edged cube geometry, simple matte materials, directional sunlight, soft shadows, ambient/hemisphere fill, and a bright light-blue sky background with matching distance fog. The visual style is clean, colorful, low-poly voxel art; do not add textures, characters, enemies, particles, or decorative UI beyond what is specified. Implement voxel interaction using a centered raycast with a maximum reach of about 6 blocks. On primary mouse click, mine/remove the block under the crosshair; the bottom y=0 stone layer cannot be removed. On right mouse click, place the currently selected block on the face of the targeted block, provided the new y is between 0 and 18 and the placement is not too close to/intersecting the player. Prevent the browser context menu on right click. Support tapping/clicking blocks for mining and clickable hotbar slots as well as keyboard selection. The four available block types are Grass (green, approximately #5caf45), Dirt (brown, approximately #8b5a36), Stone (gray, approximately #858b91), and Wood (medium brown, approximately #9a673f). Start with Grass selected. Number keys 1–4 select Grass, Dirt, Stone, and Wood respectively. Create a minimal HUD over the 3D view. At the top-left show the uppercase title “BLOCKBOUND” in bold white text with letter spacing and a dark shadow. At the top-right show the help text: “WASD / arrows move · Space jump · Click or tap a block to mine · Right click to place”. Keep the centered white plus-shaped crosshair with a subtle dark outline/shadow. Near the bottom center show the hint “1–4 select block · click mine · right click place”. At the bottom center, show a four-slot hotbar with dark translucent rounded square slots, white borders, and numbered labels 1, 2, 3, 4. Each slot contains a colored square swatch matching its block type; highlight the selected slot with a yellow border and soft yellow glow. Make the hotbar clickable and keep it usable without causing an accidental world interaction. The result should be a playable, open-ended block mining and building scene rather than a menu or linear level.