Skip to content

Arcade › Blockcraft

Blockcraft

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
  • procedural
  • mobile-friendly
0
Remix it Discord

3 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charlie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockcraft yet. Play it, then tell Charlie what you would add next.

Make your own game

Blockcraft was built by Charlie 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.

Read the build brief for Blockcraft

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 3D voxel sandbox game titled “Blockcraft.” Use a Three.js-style perspective camera with a 72-degree field of view, mouse-look, a centered crosshair, and a compact bounded world approximately 48 blocks wide by 30 blocks high by 48 blocks deep. The player is a small capsule-like AABB character viewed from eye height, spawned above the terrain around world position (2.5, 20, 4.5), with gravity, horizontal acceleration, air movement, collision against solid blocks, jumping, and reset/respawn if falling below the world. Use WASD for movement, Space to jump, mouse movement after pressing “Tap to play” for first-person look, left click to mine, and right click to place. Prevent the browser context menu on right click. Also provide mobile-friendly on-screen controls: a four-direction D-pad, Jump, Mine, and Place buttons, plus tappable hotbar slots.

Generate deterministic procedural voxel terrain across the bounded world. Make rolling grassy hills and uneven elevated land using layered smooth noise/ridge-like height variation, with stone underground, a few layers of dirt below normal grass tops, and sand on low coastal areas. Set sea level around y=9 and fill low areas up to sea level with translucent blue water. Scatter roughly 55 deterministic trees, each with a brown wood trunk about 4–6 blocks high and irregular, roughly rounded green leaf canopies. Include a single glow block landmark near world position (-3, above terrain, -2). The scene should feel like a bright stylized block world: clear light-blue sky, blue atmospheric fog in the distance, strong directional sunlight and soft shadows, hemisphere fill light, saturated green hills, brown trunks, and chunky cubic geometry. Build only visible voxel faces, with opaque blocks in one mesh and translucent water/leaves in another; use simple face-based color shading so top faces are brighter and side/bottom faces are darker. Water and leaves should be semi-transparent and non-solid, while grass, dirt, stone, sand, wood, glow, and planks are solid.

Implement editable blocks with raycast interaction reaching about 5 blocks from the camera. Aim at a visible solid block to show a thin white wireframe cube around it. Mining removes the targeted block, except do not allow the bottom y=0 layer to be mined. Placement puts the selected block on the face adjacent to the targeted block, allows replacing air or water, and cancels placement if it would overlap the player. Do not treat water or leaves as mine/place raycast targets. Rebuild/update visible voxel geometry after every edit. The player moves more slowly in water, experiences reduced gravity there, and can swim upward by holding Space; normal jump velocity is about 9.2 and normal gravity is strong. The player cannot walk through solid blocks but can move through water and leaves.

Add a clean overlay HUD matching a lightweight mobile/arcade presentation. At the upper left show the bold white “Blockcraft” title. At the upper right on desktop show a dark translucent rounded status pill reading controls and live position, such as “WASD move · Space jump · Mine/place blocks · Pos 2.5, 20.0, 4.5”; hide this status text on coarse/mobile pointers. Put a white plus crosshair at screen center. At the bottom center show the selected block name in a dark translucent rounded label. Beneath it show an eight-slot hotbar with rounded dark translucent slots, white borders, number labels 1–8, and the active slot highlighted yellow. The slots, in order, are Grass, Dirt, Stone, Sand, Wood, Leaves, Glow, and Plank; use simple recognizable icons (sprout, brown square, pale stone square, yellow sand square, log, leaf, sparkle, plank pattern). Number keys 1–8 select these blocks and tapping a slot does the same. Start with Grass selected. Initially display a large centered dark translucent rounded “Tap to play” button; pressing it starts the game and requests pointer lock on desktop, then hides the button. Use responsive sizing and safe-area spacing for mobile, placing the hotbar above the mobile controls. Keep the visual style simple, colorful, low-detail, and blocky, with no enemies, crafting, inventory counts, health, score, quests, or other features beyond the voxel exploration, movement, mining, and building loop.

More free browser games

Browse the whole Arcade →