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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. ubp6920 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 ubp6920 what you would add next.
Blockbound was built by ubp6920 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 first-person voxel sandbox game titled "Blockbound". Render a small floating-looking square island/world made entirely from 1x1x1 cubic blocks, viewed through an FPS camera with a centered white crosshair. Use a bright sky-blue background and matching distant fog. The terrain should be an irregular, gently rolling green island roughly spanning x=-9..9 and z=-9..9: generate each column with a low height variation based on smooth sine/cosine-like noise, with a grass block on the top, one or two dirt layers beneath it, and stone deeper down. Include two simple voxel trees, one near (-6,-5) and another near (6,5): each has a three-block-tall brown wood trunk and a compact dark-green leafy canopy made from cubic blocks around its top. Use simple colorful, untextured materials with grass green, brown dirt, gray stone, brown wood, and darker green leaves. Add soft hemisphere ambient lighting, a strong directional sunlight, and visible block shadows. The player is an invisible first-person avatar/object beginning above the terrain around world position (0, 8, 6), with FPS movement and collision against all world blocks. Support WASD movement (and a touch joystick on mobile where available), Space to jump, and gravity; use a movement speed around 5.2, jump speed around 8.5, and gravity around -22. Aim with the mouse/touch camera. The player can interact with the block directly under the crosshair using raycasting up to 7 world units: left mouse click or the on-screen Mine button removes the targeted block, except blocks at y<=0 cannot be removed. Right mouse click or the on-screen Place button adds a new grass block adjacent to the targeted block on the face being aimed at. Do not allow placement above y=12, into an already occupied cell, or in the player's immediate body space. There is no inventory, combat, enemies, score, health, or win condition; the core loop is exploring, jumping, mining, and building the small voxel terrain. Make the game responsive to desktop and mobile sizes. Overlay a minimal HUD: at the upper-left show the bold uppercase title "BLOCKBOUND" with slight letter spacing and a dark text shadow; below it show the instruction text "WASD / joystick to move · Space to jump · Click to mine · Right-click or Place to build" in small light text with a shadow. Keep the crosshair centered. At the bottom center show a dark translucent rounded label reading "Grass block". At the bottom-right show two dark translucent rounded buttons labeled "Mine" and "Place", side by side; they should be touch-friendly and work without triggering the browser context menu. Use a clean, minimal low-poly/voxel aesthetic, bright daylight colors, and no menus or extra HUD elements.