Skip to content

Arcade › Blockwild

Blockwild

  • 3d
  • voxel
  • sandbox
  • survival
  • first-person
  • block-building
0
Remix it Discord

5 plays

How to play

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

Discussion

Nobody has said anything about Blockwild yet. Play it, then tell Charlie what you would add next.

Make your own game

Blockwild was built by Charlie 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 Blockwild 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 Blockwild

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 survival game titled “Blockwild,” rendered in Three.js with a chunky, low-detail block aesthetic. Use a 16×16 chunk world streamed around the player, deterministic seeded layered value-noise terrain, and save the seed locally so the same world persists between reloads. The camera is first-person with a small white pixel-style plus crosshair centered on screen, 75-degree perspective, blue sky background, distant blue fog, directional sunlight, soft hemisphere lighting, and block faces represented primarily by flat solid colors. The visible overworld should feel like a bright grassy forest/plains landscape: green stepped terrain, brown dirt and gray stone underground, large cubic dark-green tree canopies on pale gray or brown trunks, with occasional desert, snowy, and ocean regions. Keep the visual style faithful to the screenshot: simple untextured cubes, hard silhouettes, pixelated UI, and no detailed character model visible.

Generate the overworld from several biomes selected by deterministic noise: plains, forest, desert, snowy tundra, and deep ocean. Shape terrain with layered 2D noise, with grass tops, dirt layers, stone below, ocean water up to a sea level, and snow/ice in cold areas. Carve occasional caves with 3D noise. Add height-dependent underground coal, iron, gold, redstone, and diamond ore. Decorate forests/plains with oak and birch trees, deserts with cactus and occasional dead bushes, and very rarely generate simple structures: a village-like small wood/log building with gravel path and cobblestone well, a sandstone desert temple containing TNT and chests, and an underground cobblestone dungeon room with a spawner and chest. Keep generated terrain and player edits separate so mined/placed blocks persist while deterministic chunks rebuild.

The player is a collision-aware first-person voxel character with a 0.6-block-wide, 1.8-block-high AABB. Start in the overworld above ground near the origin. Implement gravity, ground collision, jumping, falling damage/death by void fall, and movement relative to camera yaw. WASD moves, Space jumps, Shift sneaks at reduced speed and, while grounded, prevents walking off an edge. Double-tap W briefly enables sprinting, increasing movement speed and widening the camera FOV slightly. Track 20 health and 20 hunger/saturation in survival; movement, sprinting, jumping, and mining drain hunger, empty hunger damages the player, and full hunger slowly regenerates health. On death, show a message and allow R to respawn with restored health/hunger at the overworld spawn.

Implement mouse pointer-lock controls: clicking locks the mouse, mouse movement turns the camera, left mouse held continuously mines the block under the crosshair, and right mouse places the selected hotbar block against the targeted face. Raycast only a short distance (about six blocks). Mining must be staged: display a dark crack overlay on the targeted face that becomes denser through ten stages, make mining progress depend on block hardness and the held tool, and use slower progress or deny drops when the required tool tier is not met. Include block hardness/tool rules for grass, dirt, sand, snow, stone, logs, leaves, ores, cobblestone, planks, glass, obsidian, netherrack, soul sand, end stone, bedrock, gravel, crafting blocks, TNT, chests, wells, temples, and spawners. Breaking a block edits it to air, optionally spawns a tiny floating cube item, and makes the item bounce, spin, magnetically fly toward the player within about three blocks, then enter the inventory. Include a small sparkle effect when redstone is mined and simple oscillator sound feedback for mining, placing, pickup, damage, and breaking.

Use a nine-slot hotbar at the bottom center with large gray beveled/pixel-style slots, a bright white outline on the selected slot, item names in small monospace text, and stack counts (normally 64). Start it with stacks of grass, dirt, stone, oak log, planks, crafting block, an additional fallback/basic block, obsidian, and water; survival placement consumes one item, while creative placement is unlimited. Number keys 1–9 select slots. Blocks should include at minimum: air, grass, dirt, stone, sand, sandstone, snow, ice, translucent blue water, oak and birch logs/leaves, cactus, dead bush, coal, iron, gold, redstone, diamond, cobblestone, planks, translucent glass, obsidian, netherrack, glowing orange lava, soul sand, end stone, dark bedrock, fire, purple translucent portal, crafting block, TNT, chest, gravel, well, temple block, and spawner. Use appropriate flat palette colors, with transparent water/ice/glass/portal and emissive-looking lava/fire/portal materials.

Add the HUD shown in the screenshot: a centered crosshair, a dark translucent instruction panel in the upper-left reading controls such as “Click to lock mouse,” “WASD move · Space jump · Shift sneak,” “Left hold mine · Right place,” and “1-9 hotbar · E inventory · C creative”; a health row of heart symbols at lower left of the status area, hunger represented by food symbols at lower right, and a thin green XP bar above the hotbar. Show temporary centered monospace messages for mode changes, portal entry, death, respawn, and similar events. Use a restrained pixel/monospace interface with dark outlines, gray inset bevels, white text, and semitransparent black overlays.

Press E to toggle an inventory overlay and release pointer lock. Show a centered gray beveled “Inventory / Crafting” panel with a 27-slot survival inventory grid and explanatory text for a 2×2 crafting grid; the visible implementation needs the inventory display and item storage, but do not invent a complex crafting recipe system beyond what is actually shown. Press C to toggle survival/creative. Creative shows “CREATIVE” and flight status in the HUD, makes breaking instant, provides infinite stack counts, and displays a catalog of all available blocks in the inventory panel. Double-tap Space in creative toggles flight; in flight, WASD moves freely and Space/Shift move vertically.

Support a simple Nether-style dimension and End-style dimension as playable extensions. Detect a 4×5 obsidian portal frame when its interior is lit/filled with fire, fill the interior with a purple portal sheet, and after standing in portal blocks long enough transport the player between overworld and Nether. The Nether should be a dark red fog cavern with netherrack, soul sand, lava pools/low lava regions, caves, and bedrock boundaries. Provide an End dimension accessible through the implemented dimension flow: black background/fog, a central floating end-stone island generated from a radial height rule, surrounding void, obsidian pillars with glass tops, and a very simple dark cubic dragon boss that circles above the island. Display an “ENDER DRAGON” health bar at the top center starting at 200, animate the dragon around the player, and when its health reaches zero show a defeat message and open a portal home. Keep this boss loop deliberately simple and browser-scale rather than adding unobserved combat systems.

Also support touch devices with translucent on-screen directional buttons, jump, mine, and place buttons positioned around the lower screen, while hiding those controls for fine-pointer desktop devices. Continuously update/render with requestAnimationFrame, use collision and raycasting against both generated blocks and deterministic feature blocks, and stream/unload chunks around the player. Prioritize a playable, polished voxel survival slice with the exact screenshot-like bright block landscape and compact HUD over adding unshown features.

More free browser games

Browse the whole Arcade →