Arcade › Blockbound
In **Blockbound**, explore a vast 49×49 block world filled with diverse terrains and materials. Break and place blocks to customize your environment, hunt for coal, iron, gold, and diamond ores, and enjoy multiple shades of grass as you shape your adventure.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jace.buscher 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 jace.buscher what you would add next.
Blockbound was built by jace.buscher 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 playable first-person voxel sandbox game titled “Blockbound.” Render a Three.js-style 3D world with a sky-blue background and light blue atmospheric fog, perspective camera around eye level, soft directional sunlight, hemisphere fill lighting, shadows, and simple low-poly cubic geometry with no textures. The player is an invisible first-person avatar starting near (0,3,6), with FPS movement: WASD to move, mouse to look, space to jump, gravity, and a mobile-friendly virtual joystick/exploration control. Keep a small white plus crosshair fixed at the center of the screen. Build the world from individual 1x1x1 blocks in a roughly 49-by-49 square region, x and z from -24 through 24. Generate uneven grassy terrain: for each x,z, make a column whose height is 1 plus a smooth sine/cosine-based variation, with the top block grass green, the bottom block stone gray, and intermediate blocks dirt brown. Include exactly the visible style of simple blocky trees distributed at fixed world locations: each tree has a narrow brown wood trunk from y=1 through y=4 and a compact dark-green leafy canopy spanning approximately five blocks across and several layers high around y=4–6. Use the fixed tree locations represented in the source: (-18,-12), (-11,14), (-3,-18), (9,-14), (18,-8), (15,10), (-19,8), (-6,20), (5,12), and (20,18). The terrain and trees should create a bright green open clearing with chunky stepped hills and large blocky canopies, matching a clean minimalist voxel aesthetic. Implement block editing by aiming the center crosshair at a block within 7 world units. On left mouse click, or the mobile BREAK button, remove the targeted block only if its y coordinate is above 0; update the rendered world and block count. On right mouse click, or the mobile PLACE button, place a block on the face aimed at, snapping to integer coordinates, only if the new y is between 0 and 16 and the target cell is unoccupied. Show brief status messages “Block broken” and “Block placed” after those actions, then restore the control hint. Maintain a live total number of blocks in the world. Add a fixed HUD over the view: upper-left bold white title “BLOCKBOUND” with letter spacing and a subtle dark text shadow; beneath it on desktop show “WASD move · mouse look · left click break · right click place · 1–4 select”; on small screens hide that line and show centered near the bottom “Use the joystick to explore · tap BREAK or PLACE.” Put a dark translucent rounded stats badge in the upper-right reading “Blocks: [current count]”. Keep the center white plus crosshair. Along the bottom center, create a four-slot hotbar with dark translucent rounded square slots and emoji-like icons: grass/plant, dirt/brown block, stone/light block, and wood/log. Grass is selected initially, highlighted with a yellow border and orange outer glow. Keyboard keys 1–4 select grass, dirt, stone, and wood respectively; clicking a hotbar slot also selects it, and the selected material is used for placement. At bottom-right add two large dark blue-gray circular buttons labeled “BREAK” and “PLACE” in white bold text; make them press-responsive. The overall composition should match the screenshot: expansive sky, green voxel ground and trees, clean HUD, no enemies, no combat, no score beyond the block total, and no win/lose state.