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Arcade › Blockcraft
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mr Adomba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockcraft yet. Play it, then tell Mr Adomba what you would add next.
Blockcraft was built by Mr Adomba 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 Blockcraft 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 “Blockcraft,” using a lightweight Three.js-style 3D renderer. Show a bright daylight sky-blue background with soft blue atmospheric fog and a compact white HUD over the scene. The player explores a small procedurally generated, roughly circular voxel island made of individual 1x1x1 cubes: terrain has uneven hills, a grass top layer, up to two dirt layers below the surface, and stone deeper down. Scatter a few simple blocky trees on higher terrain, each with a brown wood trunk about 3–4 blocks tall and a compact green leaf canopy. Use clean colorful cube materials with soft daylight hemisphere lighting, visible shadows, and a Minecraft-inspired low-poly aesthetic. Use a first-person camera at approximately eye height (player height about 1.7 blocks), with mouse-look controlled by pointer lock. Initially display a centered overlay reading “Click to enter the world”; clicking locks the pointer and hides the overlay, while Escape unlocks it and shows the overlay again. Keep a white plus-sign crosshair fixed at the center of the screen. The player starts above the island near the center, falls under gravity onto the terrain, and has simple voxel collision with the ground, hills, trees, and placed blocks. Support WASD movement relative to the camera, Shift sprinting, and Space jumping. Apply gravity, prevent walking through solid cubes, allow the player to respawn above the island if they fall far below it, and let the player move across block terrain. Implement center-screen raycasting against voxel cubes for interaction. On left click while pointer-locked, break the block under the crosshair and remove it, except do not remove blocks at the bottom y=0 layer. On right click, place a cube directly on the face under the crosshair, unless that position is occupied or would intersect the player. Track and display counters for total current blocks, blocks broken, and blocks placed. Provide four selectable placeable block types using number keys 1–4: Grass (green), Dirt (brown), Stone (gray), and Wood (medium brown). Include a top-left toolbar with four translucent rounded slots, colored swatches, labels “1 Grass,” “2 Dirt,” “3 Stone,” and “4 Wood,” and visibly highlight the selected slot. Leaves can exist in generated trees but are not one of the four selectable toolbar blocks. The top-left HUD should read “Blockcraft” in large bold white text, with the instruction line “Click to play • WASD move • Space jump • Left break • Right place • 1-4 blocks • R regenerate,” followed by the live stats line in the format “Blocks: [count] • Broken: [count] • Placed: [count] • Selected: [type].” Press R to generate a new random-seeded island and reset the player above it; the terrain shape and hills should vary based on a simple deterministic noise-like combination of sine functions and radial island falloff. Show a subtle white outlined cube preview around the currently targeted block, hidden when the crosshair points at nothing. Prevent the browser context menu so right-click placement works. Add lightweight feedback sounds after the user interaction begins: a soft tone for jumping/placing/regeneration and a short hit tone for breaking blocks, without making sound essential to gameplay.