Skip to content

Arcade › Blocksmith Creative

Blocksmith Creative

  • 3d
  • voxel
  • sandbox
  • creative
  • building
  • procedural
  • third-person
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Blocksmith Creative yet. Play it, then tell Sonder what you would add next.

Make your own game

Blocksmith Creative was built by Sonder 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 Blocksmith Creative 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 Blocksmith Creative

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 3D voxel building sandbox titled “Blocksmith Creative.” Use Three.js (or an equivalent WebGL engine) with a softly stylized, low-poly/isometric third-person presentation: the player is a small blocky humanoid made from simple cuboids (green torso, peach cube head, blue-gray limbs), visible in the world, while the camera follows from behind and above at an oblique angle. The camera should orbit/look around the player with right mouse drag, remain centered on the player, and have a mild atmospheric fog. Render a pastel mint/blue sky background, soft shadows, warm directional sunlight, gentle hemisphere fill lighting, and textured voxel faces with subtle 4x4 pixel-like mottling rather than perfectly flat colors. Use nearest-filtered procedural canvas textures so grass, dirt, stone, wood, leaves, brick, etc. have handmade pixel texture. Include transparent animated water with a slight wave motion and a small amount of transparency.

Generate an effectively expansive procedural voxel world in streamed 12x12 chunks. Keep the current player chunk plus the surrounding 3x3 chunk area loaded and unload chunks outside it. Make terrain height vary with layered sine/cosine noise, generally around several blocks high and capped at 13 blocks, with a minimum height of 1. Build each column from y=0 through its terrain height: grass on the top of land, dirt in the next roughly two layers, and stone underneath. Low areas at or below sea level (sea level y=3) should use sand near the surface and water blocks/planes. Add occasional simple voxel trees on higher land: a vertical oak trunk about four blocks tall, with a compact cross-shaped/rounded cluster of pine-green leaf blocks above it. Limit build height to y=16 and do not require resource collection: this is explicitly creative mode with unlimited blocks.

The core interaction is Minecraft-like creative construction. Put a small crosshair at screen center and raycast from it into rendered blocks. The currently aimed block and its integer x,y,z coordinates are shown in a status panel. Left-click a visible block face quickly to place the selected block on the adjacent face. Hold left mouse on a target for about one second to mine/remove it; show a short progress bar under the crosshair and overlay pale crack lines on the targeted cube while breaking. Right mouse drag changes the view direction, and right-click should not open a browser context menu. Use WASD to move relative to the camera-facing direction, Space to jump, and Left Shift to move faster. Walking should have gravity, jumping, and simple collision checks against blocks. Press F to toggle creative flight; in flight mode movement is free in all directions, with E rising and Q descending, and the status text changes between “Walk mode” and “Creative flight.” The player should turn toward horizontal movement.

Provide 35 selectable block types, with these names, approximate colors, and visual families: Grass (green mottled), Dirt (brown earth), Stone (gray), Cobble (dark gray), Sand (pale tan), Clay (pink-gray), Snow (off-white), Ice (light blue), Water (teal translucent), Oak (brown wood), Birch (pale wood), Dark Wood (deep brown), Planks (orange-brown wood), Leaves (green), Pine Leaves (dark green), Glass (pale aqua translucent), Brick (red brick pattern), Terracotta (rust clay), White Tile (off-white), Black Tile (charcoal), Gold (golden metal), Copper (copper), Iron (light gray metal), Moss (moss green), Glowstone (yellow emissive), Obsidian (dark purple), Marble (light gray), Coral (salmon), Lavender (purple), Rose (pink), Sky Blue (blue), Lime (yellow-green), Berry (purple-red), Redstone (red metal), Quartz (white), and Void (near-black). Use distinct procedural surface treatments where appropriate: wood grain on wood blocks, small marks on leaves, horizontal lines on brick, translucent material for glass and animated translucent shader water, metallic response for gold/copper/iron/redstone, and a warm emissive effect for glowstone.

Build a clean, friendly creative-studio HUD over the canvas. Use translucent off-white panels with thin pale green borders, rounded corners, soft shadows, and a dark green sans-serif type style. At top left show a rounded “Blocksmith” brand card with a green abstract rounded-square mark and the subtitle “creative voxel studio.” At top right show controls for “♫ Music,” “Save,” “Load,” and “New world.” Include a compact help panel listing WASD walk, Space jump, F flight, RMB look, M1 place, hold M1 break, and Tab blocks. Include a status panel with a green dot, current movement/equipment mode, and target label. Show a centered crosshair.

At the bottom center provide a rounded hotbar with nine slots, numbered 1 through 9, each showing a colored block swatch and clipped block name; the first Grass slot is selected with a green outline. Number keys 1–9 equip the corresponding hotbar entries, which should be Grass, Dirt, Stone, Sand, Oak, Planks, Leaves, Brick, and Glowstone. Press Tab to open/close a larger “All blocks” inventory panel above the hotbar. Display all 35 blocks in a responsive grid, allow clicking any block to equip it and close the inventory, and visibly mark the selected type. On smaller screens, compress the layout and use fewer inventory columns while keeping the controls usable.

Make Save serialize the user’s edits to localStorage, Load restore those edits, and New world clear edits and regenerate the procedural world. Show brief toast notifications such as “World saved,” “World loaded,” “Fresh infinite world generated,” “Block placed,” and “Block broken.” Include optional synthesized audio initialized after user interaction: a short percussive tone for placement, a metallic sound for breaking, and a quiet repeating triangle-wave musical sequence toggled by the Music button, whose label changes to “♫ Music on” when active. Support window resizing and preserve the soft, polished pastel voxel aesthetic. There are no enemies, combat, health, score, inventory resources, or survival limits; the goal is simply to explore, fly, place, and remove blocks, then save the creative world.

More free browser games

Browse the whole Arcade →