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Arcade › Blockhaven
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ian Silguero built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockhaven yet. Play it, then tell Ian Silguero what you would add next.
Blockhaven was built by Ian Silguero 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 Blockhaven 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 low-poly voxel sandbox game titled “Blockhaven,” using a full-screen Three.js-style 3D scene and responsive HUD. Show a bright blue sky with matching distance fog, soft shadows, and a slowly changing day/night lighting cycle. Generate a square voxel island roughly 27 by 27 blocks wide: use deterministic sinusoidal height variation to make rolling hills, with terrain columns from y=0 up to about y=4–8. Make top blocks on land green grass, the next one or two layers brown dirt, and deeper layers gray stone; low areas include a broad transparent blue water surface around y=2. Add occasional simple blocky trees on elevated land: brown cubic trunks two or three blocks high, topped with a compact cluster of green leaf cubes and one upper leaf cube. Use separate cubic blocks with flat-shaded, matte materials and strong directional sunlight, in a colorful minimalist low-poly style. Place a simple block-person avatar at the center/start area, built from a yellow rectangular body and a white cube head, and use a third-person camera that follows behind/above the avatar at about 7 blocks distance. Support desktop and mobile movement through WASD/arrow keys and an on-screen joystick supplied by the runtime controls; support jumping with Space (and the mobile runtime jump control). The player should collide with the voxel terrain as handled by the movement controller. Keep a white plus-shaped crosshair fixed at the center of the screen. Continuously raycast from the camera through the crosshair to the nearest visible terrain cube and draw a thin white wireframe cube around the targeted block. Implement the core mine/build loop. Press Q or tap the orange “Mine” button to remove the targeted block, except never remove y=0 foundation blocks. Removing a block spawns a small rotating, bobbing cube pickup colored like the removed material; pickups drift toward the player when nearby and are automatically collected within close range. On collection, increase that material’s inventory by one and add 3 score. Successfully mining adds 1 score. Press E or tap the green “Place” button to place the currently selected block on the adjacent face indicated by the targeted block’s hit normal, provided the position is empty, within y=0–16, does not overlap the player, and the selected material has inventory; subtract one inventory and add 2 score. Include block types grass, dirt, stone, and wood in the selectable build palette (leaves may exist in the world but need not be selectable). Start with inventory grass 12, dirt 10, stone 8, wood 0, leaves 0, score 0, selected block grass, and show the player’s current height to one decimal place. Build a responsive HTML overlay matching the visible interface: at the upper left, a dark translucent rounded panel with the large bold title “Blockhaven,” a two-column stats grid showing Block (selected type), Score, Grass, Stone, Wood, and Height, and the instruction text “Move with WASD or the joystick. Tap/click Mine or Place — or use Q / E. Press Space to jump.” At the bottom center, show a dark translucent rounded toolbar with four selectable buttons labeled with compact abbreviations/counts such as “Gra 12,” “Dir 10,” “Sto 8,” and “Woo 0”; highlight the selected grass button in yellow. Number keys 1–4 should select the corresponding block. At bottom right, stack two large rounded buttons: orange/red “Mine” above green “Place.” Make the HUD touch-friendly, preserve the crosshair, and ensure terrain remains visible behind the translucent interface. Do not add creatures, villagers, crafting, tools, health, hunger, caves, or other features not described.