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Blockbound

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
  • low-poly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. jamus.hall1l 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 jamus.hall1l what you would add next.

Make your own game

Blockbound was built by jamus.hall1l 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.

Rebuild a playable browser-based first-person voxel sandbox game titled “Blockbound.” Use a Three.js-style 3D renderer with a 72-degree perspective camera, sky-blue background, matching blue distance fog, soft hemisphere daylight, and a warm directional sun casting shadows. The visual style is intentionally simple and low-poly: the world is made from crisp one-unit cubic blocks with flat colored materials, green terrain, brown trunks, gray stone, a bright blue river, and no textures.

Create a compact procedurally defined voxel landscape on an approximately 28-by-28 X/Z grid. Most columns should be 3–5 blocks high, with rolling variation from simple sine/cosine height changes. Each column has a stone bottom layer, dirt beneath the surface, and a grass top. Cut a straight narrow river through the center: about three blocks wide, extending through the scene, with a transparent, shiny blue water plane slightly above the riverbed and subtle animated opacity/water shimmer. Add a few sparse, blocky two- or three-block-high wooden tree trunks around the terrain. Include a visible cave landmark on the left side: dark gray blocky rock slabs forming a rough arch, a nearly black rectangular cave mouth, three small glowing cyan crystals near the entrance, and a warm orange point light illuminating the area.

The player is an invisible first-person avatar/camera target initially positioned around (4, 3.05, 7), looking across the terrain. Provide FPS mouse-look with pointer lock and WASD movement at roughly 5.5 speed. Space makes the player jump with an initial upward velocity around 8.5 and gravity around -22; keep the player on the terrain collision deck. The center of the screen has a white crosshair. The world is an editable voxel sandbox: raycast from the screen center up to 8 units against the visible block instances. A left mouse click breaks the targeted block, except blocks at the bottom y=0 layer cannot be removed. A right mouse click places a block on the face targeted by the raycast, and a prominent “PLACE BLOCK” button performs the same action for touch/mobile use. Do not place below y=0, above y=20, into an occupied cell, or so close that it intersects the player. Show brief toast notifications such as “Broke Grass” and “Placed Grass” after editing.

Support exactly four block types, selectable with keyboard keys 1–4 or clickable bottom palette buttons: 1 Grass (green, with a brighter green top appearance if implemented), 2 Dirt (brown), 3 Stone (gray), and 4 Wood (tan brown). The selected palette slot has a bright white/yellow outline. New blocks use the selected type. Include an R key to reset the editable world back to its initial state and return the player to the starting position, with a “World reset” toast. Display animated or idle low-poly animals in the outdoor landscape if external model assets are available: two cows around the right side, one pig toward the left/midground, and two small chickens in the nearby field. They should have looping idle animations and wander back and forth in small sinuous paths, but they are decorative and not interactive.

Build the HUD as fixed overlays over the 3D view. At the upper left, show a dark translucent rounded panel with the bold title “BLOCKBOUND” and the help line “WASD move · Space jump · Click break · Right-click or Place button · 1–4 blocks.” At the upper right, show another dark translucent panel with “Blocks: [current number of blocks]” and “Selected: [Grass/Dirt/Stone/Wood].” Keep the block count live as blocks are added or removed. Put the crosshair at exact screen center. Put the four compact colored palette slots centered along the bottom, with the rounded orange “PLACE BLOCK” button directly above them. On first load, show a large centered green pill-shaped “ENTER THE WORLD” button; clicking it hides the overlay and requests pointer lock so the player can look around. Use responsive safe-area spacing and shrink/hide the help text on narrow screens. Keep the clean, colorful, minimal low-poly voxel aesthetic shown in the reference: bright blue sky, green block hills, strong simple shadows, distant fog, and readable dark glass-like HUD panels. There are no enemies, combat systems, inventory quantities, score, health, lives, or win condition; the core loop is exploring, jumping, breaking, and placing blocks in the small living voxel landscape.

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