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Arcade › BlockRealm
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aleksis Ozols built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about BlockRealm yet. Play it, then tell Aleksis Ozols what you would add next.
BlockRealm was built by Aleksis Ozols 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 BlockRealm 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 game titled “BlockRealm,” using a Three.js-like 3D renderer and individual cube meshes for reliable block raycasting. The player explores and edits a procedurally generated island world measuring 30 blocks wide by 18 blocks high by 30 blocks deep. Use a first-person perspective with a centered crosshair on desktop, a camera attached to the player, soft shadows, fog, a blue sky, moving white blocky clouds, and a circular dark-green ground plane beneath the island. The visual style is clean, colorful, Minecraft-inspired low-poly voxel art: cubic terrain with simple solid-color materials, transparent blue water, and transparent pale-blue glass. Generate each new world from a four-digit-ish random seed (1000–9999), and display the seed in the HUD. Build varied terrain using layered procedural noise and an island falloff: rolling hills and raised central land, low beaches, and water filling low areas up to water level 4. Terrain layers should include stone underground, dirt beneath grass, grass on normal higher land, and sand on beaches and low/biome-shore areas. Carve occasional underground caves using procedural cave noise, and distribute sparse coal ore and iron ore pockets in underground stone at different height bands. Place occasional simple voxel trees on suitable grass: brown wood trunks approximately 3–5 blocks tall with a compact irregular green leaf canopy. Water is non-solid, transparent blue, and cannot be mined; sand, grass, dirt, stone, wood, leaves, coal ore, and iron ore are solid cubes. Start with a full-screen dark translucent overlay card titled “BlockRealm.” Explain that this is a voxel sandbox with procedural hills, beaches, caves, ore pockets, trees, mining, placing, a day/night cycle, save data, and mobile controls. Provide an “Enter World” button and a “New World” button. Enter World starts the current world and hides the overlay; New World clears the local save and generates a fresh random-seed world. On world generation, spawn the player near the center above the highest solid terrain. Implement walk mode with capsule-like collision sampling against solid blocks. Desktop controls: click the canvas to request pointer lock; use WASD to move relative to camera yaw, mouse movement to look, Space to jump, and left Shift/right Shift to descend only while flying. Apply gravity and jumping in walk mode, constrain the player within the island bounds, and use first-person camera pitch clamped to approximately +/-1.45 radians. Press F to toggle between Walk mode and Fly mode. In fly mode, WASD moves horizontally, Space ascends, Shift descends, and collision/gravity are bypassed. Aim at blocks with a raycast limited to 9 blocks; show a white wireframe cube around the targeted block. Editing is creative-style and unrestricted by inventory quantities. Left-click mines the targeted block, replacing it with air and incrementing a mined/edit count; show a short message such as “Mined stone.” Right-click places the selected block against the targeted face, unless the destination is outside the world, occupied by a non-water block, or intersects the player; show a short placement/error message. Water cannot be mined. Provide exactly six selectable placeable blocks in a bottom-center hotbar: Grass, Dirt, Stone, Wood, Leaf, and Glass. Each slot shows a colored square and the number 1–6; the active slot has a bright green outline and slight upward offset. Select with number keys 1–6, mouse wheel, or tapping a hotbar slot. Glass is pale blue, transparent, and solid. Create a persistent HUD over the 3D world. At top-left, show a translucent rounded info panel with the BlockRealm title, the numeric seed, player position to one decimal place, selected block, targeted/looking-at block, total world edits/mined count, and either “Fly mode on” or “Walk mode on.” At top-right, show rounded chips for the seed, current mode (“Fly Builder” or “Explorer Mode”), and a contextual tip (“Mine, place, save, explore” after starting). Put a centered crosshair on desktop, temporary translucent message notifications near the bottom center, and the six-slot hotbar along the bottom center. Support mobile layouts at widths around 900px or less. Replace pointer-lock desktop interaction with two translucent circular joysticks: a left joystick for movement and a right joystick for looking. Hide the desktop crosshair on mobile. Add four large rounded action buttons on the right: JUMP, PLACE, MINE, and SAVE. Keep the hotbar usable by touch and rearrange the top HUD vertically for narrow screens. Mobile movement/look should update the same player movement, camera, mining, and placement systems as desktop. Add a simple continuous day/night cycle. Advance world time slowly, orbit a warm directional sun and a cool moon around the island, and interpolate the sky and fog from bright blue daytime to dark navy nighttime. Adjust hemisphere, sun, and moon light intensities with daylight, and fade in white stars at night. Move clouds steadily across the sky and wrap them when they pass the world. Use brief simple synthesized beeps for actions such as jumping, mining, placing, and saving when audio is available. Implement local browser saving under a fixed save key. Save the complete current world block data, seed, time of day, player position and view yaw/pitch, fly mode, selected hotbar index, and mined counts. Bind desktop saving to G and provide the mobile SAVE button; display “World saved locally.” Loading an existing save should restore the world meshes and all saved state. Do not add crafting, item quantities, creatures, NPCs, structures, quests, combat, health, lives, or enemies; this is specifically an exploration/building sandbox slice. Expose optional debug state methods equivalent to getGameState/setGameState for seed, time, selected block, fly mode, player transform, target, mined counts, and world statistics.