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Blockstead Night

  • 3d
  • voxel
  • survival
  • building
  • first-person
  • sandbox
  • horror
  • day-night
0
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How to play

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

Discussion

Nobody has said anything about Blockstead Night yet. Play it, then tell Dmytro Shvets what you would add next.

Make your own game

Blockstead Night was built by Dmytro Shvets 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 Night 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 Blockstead Night

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/building game titled “Blockstead Night.” Use Three.js or an equivalent engine with a perspective first-person camera, pointer-lock mouse look, directional shadows, fog, and a blocky low-poly Cube World aesthetic using Quaternius-style voxel assets. The world is a compact square grid from approximately x/z -8 to 8, with 2-unit cube blocks. Generate a mostly flat grassy terrain with occasional stone and dirt raised blocks based on simple rolling variation. Include six sparse voxel trees around the perimeter: two-block-high brown wood trunks, a central leaf block at the top plus leaves extending to the four sides and one block above. Start the player near the southern edge of the central clearing at x=0, z=8, standing on the terrain, looking toward the clearing. The central build area is a marked/implicitly designated square around spawn, grid coordinates x=-3..3 and z=-3..3; leave the central floor intact and tell the player to build there. The player is represented through the first-person camera and a held low-poly stone pickaxe visible at the lower-right of the screen.

Core loop: explore the voxel forest, aim the centered crosshair at blocks, mine them, collect their resources, and place blocks to make a shelter before night. Use a raycast from the camera with a reach of about 8.2 blocks. Left click breaks the targeted block; right click places the selected item on the adjacent face of the targeted block. Do not allow the player to mine the central clearing floor blocks (show a message such as “Leave the shelter floor intact.”). Breaking grass or dirt gives dirt, stone gives stone, and wood, leaves, planks, or a door gives wood/planks; breaking a door gives two wood units. Start inventory with 4 dirt, 0 stone, 0 wood planks, and 0 doors. Placement must require available inventory, an empty adjacent grid cell, a vertical range of y=1..5, and enough distance from the player. Play a small placement/break feedback sound and show short temporary messages for mining, placement, crafting, missing resources, or blocked placement.

Provide a four-slot hotbar centered along the bottom: 1 Dirt, 2 Stone, 3 Planks, 4 Door, showing counts; highlight the selected slot in yellow. Number keys 1–4 select slots. Selecting Door automatically crafts one if needed by consuming 2 wood/plank resources, otherwise display that 2 wood is needed. Doors are closed low-poly door assets and rotate based on the face direction when placed. Include a white center crosshair and a top-left HUD showing “Health: 100,” the current time/phase, and the current raycast target type. Include a top-right translucent checklist panel titled “Shelter before night” with: Walls 0/10, Roof 0/4, Door needed, and zone/build-near-spawn status. Count player-placed dirt, stone, or planks in the central zone as wall blocks when they are on the zone edge (absolute x or z at least 2) and y=1 or 2; count such blocks at y>=3 within absolute x/z <=2 as roof blocks. A door anywhere in the zone satisfies the door requirement. Win immediately when there are at least 10 qualifying wall blocks, 4 qualifying roof blocks, one placed door, and at least one placed block in the zone; show a centered victory overlay explaining that the shelter was completed.

Use a 135-second repeating day/night cycle. The HUD phase labels should be Morning for the first 28 seconds, Noon through 60 seconds, Dusk through 82 seconds, Monsters out from 82 to 116, and Deep night afterward. Gradually transition the bright blue daytime sky, fog, hemisphere light, and directional sunlight into a dark blue-black night scene, then brighten again on the cycle. At night (after 82 seconds), periodically spawn animated low-poly zombies around 18–28 world units from the player, no more than six at once, roughly every 7 seconds. Zombies should use a Quaternius-style Zombie asset and walk animation, move directly toward the player across the terrain, and damage 14 health on contact within about 1.15 units, with a one-second damage cooldown. Show “Monsters are roaming. Get inside!” when they begin appearing and “A zombie hit you!” on damage. The player loses when health reaches zero, with a dark game-over overlay saying health reached zero; also lose if falling out of the world. The win and lose overlays should include a Play again button that reloads the game.

Opening presentation: before gameplay, show a full-screen dark green/blue radial-gradient overlay with a centered translucent rounded panel. Display the large title “Blockstead Night,” the description “Explore the voxel forest, mine dirt, stone, and wood, then build a small shelter before monsters arrive,” the controls “WASD move · Mouse look · Space jump · Left click mine · Right click place · 1-4 select block,” and a yellow “Click to enter world” button. Clicking starts the game and captures the pointer. In-world movement uses WASD, mouse look, Space to jump, and optionally Shift to move faster; use simple collision against blocks, gravity, jumping, and terrain height-following. Keep the visual language clean and readable: saturated low-poly grass/stone/wood/leaves blocks, soft shadows, atmospheric fog, translucent white text HUD panels, and strong yellow highlighting for the selected hotbar slot and start button. Use Quaternius Cube World assets for grass, dirt, stone, wood planks, wood, leaves, closed door, stone pickaxe, axe if desired for resource presentation, and zombie, plus a light placement sound; do not add unrelated weapons, crafting stations, quests, or features beyond this mining, shelter-building, and night-survival loop.”,

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