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Arcade › Blockstead
Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockstead yet. Play it, then tell njdewitt13 what you would add next.
Blockstead was built by njdewitt13 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 Blockstead 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 first-person 3D voxel survival sandbox titled “Blockstead.” Use a 2-meter grid and a small generated rolling island, rendered with stylized Quaternius Cube World GLB assets rather than plain colored cubes. The world should have a bright blue sky with soft atmospheric fog, directional sunlight and shadows, and a small pond made from translucent ice-tinted water blocks. Generate terrain within a compact roughly 25-by-25 grid: stone as the bottom layer, dirt layers above it, and grass on top, with modest rolling height variation. Add several blocky trees made from vertical wood-log blocks and clusters of leafy blocks around the island. Populate the island with three wandering pigs and two hostile wolves; use animated pig and wolf models if the loaded assets provide animations. Pigs wander slowly and can be attacked for food. Wolves pursue the player when within about 18 meters, bite at close range roughly every 1.25 seconds, and cause 9 damage per bite. The player is an invisible first-person avatar with a camera at eye level, mouse-look with constrained pitch, WASD or arrow-key movement, and Space to jump. Use pointer lock started by a centered “Click to play” button or clicking the canvas. Movement should include gravity, collision against solid voxel blocks, grounded jumping, and fall damage for high drops; falling out of the world is lethal. Left click uses a ray from the center crosshair to either break the aimed block or attack an aimed creature. Give the player a short reach of about 8 meters and show a white outline around the targeted block. Water cannot be broken. Breaking grass, dirt, wood, leaves, or planks adds the corresponding material to inventory; leaves sometimes drop food. Stone requires a wood pickaxe to break, unless the player has one/selects it. Right click places the selected placeable block adjacent to the aimed block, subject to reach, height, collision, and proximity checks. Placeable items are grass, dirt, stone, wood, and planks. Implement survival systems: start with 100 health and 100 hunger. Hunger continuously drains at about 0.55 per second; when empty, apply periodic starvation damage. Eating food consumes one item, restores 38 hunger and 8 health up to their maximums. Health reaching zero ends the run, exits pointer lock, displays a death message with the cause and survival time, and reveals a Restart button. Advance a day/time cycle over about four minutes per day, changing the HUD label among Night, Morning, Noon, Evening, and Dusk and dimming the sun/ambient lighting and changing the sky to dark blue at night. Start with a small inventory: 2 grass, 4 dirt, 2 stone, and 1 food, with no logs, planks, pickaxe, or additional materials. Provide a seven-slot bottom-center hotbar selectable by number keys 1–7 or clicking slots: grass, dirt, stone, log, planks, wooden pickaxe, and food. Show an icon and quantity in every slot, with the current slot highlighted. Press C to convert 1 log into 4 planks; press T to craft one wooden pickaxe from 2 logs and 3 stone; display brief instructional/status messages for missing materials, crafting, gathering, eating, combat, and placement. A pickaxe increases creature attack damage and permits stone breaking. Use simple place/hit audio feedback when audio can be played. The HUD should match the clean game-like presentation visible in the reference: top-left dark translucent rounded panels labeled HEALTH and HUNGER with colored horizontal meters and numeric values, a top-right dark translucent rounded panel reading “Day 1 · Morning” (with the time label updating), a small white plus crosshair centered on screen, a translucent dark instructional message panel near the bottom-left/center, and a rounded dark translucent hotbar along the bottom center. Initially show the centered blue gradient “Click to play” button over the scene. Keep the art style low-poly, colorful, friendly, and block-based, with clear shadows and simple uncluttered UI.