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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. Charlie 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 Charlie what you would add next.
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.
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-playable first-person voxel sandbox titled “Blockcraft.” Use a Three.js-style 3D renderer with a 75-degree perspective camera, blue-sky background and matching distant fog. The player is an invisible first-person avatar with a small white crosshair fixed at screen center; clicking the world captures/locks the mouse, and mouse movement controls looking around. Start the player above the generated terrain around world position (0, 13, 9), looking roughly toward the world, with normal gravity and collision. Generate a block world procedurally on a square area from x=-30..30 and z=-30..30. For every column, make a natural uneven height using layered smooth noise: broad continents, hills, and finer detail. Fill below the surface down to y=-5 with stone; use dirt for the top few underground layers and grass for the normal surface. Create a desert region when x > 13 and z < 7: its surface and upper layers should be sand instead of grass/dirt. Wherever terrain is below y=5, fill the column above the terrain up to y=5 with translucent water. Scatter occasional trees on non-desert terrain above height 5: brown wood trunks about 4–6 blocks tall with a rounded irregular canopy of green leaf blocks. Scatter occasional desert cacti as vertical green leaf-colored block columns about 3–5 blocks tall. Render only visible block faces/blocks and use simple matte colored cube materials with shadows: grass bright green, dirt brown, stone gray, wood brown, leaves dark green, sand pale yellow, and water translucent blue. The core loop is free building and mining. Cast a voxel ray from the camera through the crosshair up to 6 blocks. Left mouse click breaks the targeted non-water block. Right mouse click places the currently selected block on the adjacent face, unless that placement would overlap the player. Show a thin white outlined cube around the currently targeted block. Rebuild the voxel meshes after edits. Water is visible and translucent but is not treated as solid and cannot be selected/broken by the raycast. Implement solid AABB player collision against blocks, a player radius of about 0.3 and height of 1.8, gravity around 25 units/sec², jump velocity about 8.4, and basic stepping up roughly one block so the player can traverse block terrain. WASD or arrow keys move relative to the camera yaw; Space jumps; Shift increases the movement speed from about 5.7 to 8.5. Prevent falling forever by respawning around the starting position if the player drops below y=-10. Looking is first-person mouse-look with pitch clamped to approximately +/-1.45 radians. Add a fixed HUD matching the simple prototype style. At top-left, show a semi-transparent dark blue-gray rectangular panel with white text: bold “Blockcraft,” followed by “Click the world to lock mouse. WASD move, Space jump, Left click break, Right click place, 1-7 select blocks.” Place a clean white plus-shaped crosshair in the center with a subtle dark shadow. At bottom-center, show a seven-slot hotbar with small square buttons labeled with both number and name, in this order: 1 Grass, 2 Dirt, 3 Stone, 4 Wood, 5 Leaf, 6 Sand, 7 Water. Tint each slot with its block color; the active slot has a bright pale-yellow/white border and glow. Number keys 1–7 select slots and mouse wheel cycles through them. Include the same hotbar as usable touch buttons. Support coarse-pointer/mobile play with an on-screen control overlay: a four-button directional pad at lower-left (up, left, down, right), a circular JUMP button, and circular BREAK and PLACE buttons at lower-right. Hold directional and jump buttons to move/jump, and tap the action buttons to perform the corresponding raycast action. Keep the presentation clean and minimal: no enemies, health, score, inventory counts, crafting menu, objectives, or win state; the game is an open-ended block manipulation sandbox with colorful cubic terrain, soft lighting, shadows, and blue atmospheric background.