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Blockwild

  • 3d
  • voxel
  • survival
  • sandbox
  • first-person
  • mobile
  • crafting
  • exploration
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. Brandy Thomas 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 Brandy Thomas what you would add next.

Make your own game

Blockwild was built by Brandy Thomas 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 mobile-friendly first-person 3D voxel survival sandbox called “Blockwild.” Use Three.js or an equivalent real-time 3D engine with a perspective camera, centered white crosshair, soft shadows, fog, and a bright low-poly aesthetic. The world is a compact 49x49 block landscape extending roughly from -24 to 24 on both axes, with four visible biome regions: green forest grass, tan desert sand, white snow, and greener jungle grass. Include shallow blue water around parts of the outer shoreline and a small water area in the desert-side region. The terrain is made of cube blocks with a ground layer and occasional raised stone ore blocks. Scatter low-poly Kenney-style survival assets: evergreen trees and taller trees in the forest, rock formations in several areas, and fallen logs. Add a simple starter shelter/wall made from raised wood blocks near the player’s starting area. Keep the environment stylized, blocky, colorful, and uncluttered, matching the screenshot’s low-poly geometry and blue sky.

Start the player in first-person at approximately (0, 2.2, 7), facing toward the world, with a hidden capsule player body, normal gravity, collision against solid raised blocks, and movement constrained to the world boundary. The camera is controlled by yaw and pitch: keyboard/mouse users move with WASD or arrow keys, drag/click or pointer lock to look, and Space to jump. On mobile, provide a large translucent left virtual joystick for movement, allow dragging the left side of the screen as an alternate movement control, allow dragging the open/right screen area to look, and provide four large action buttons: Mine, Build, Jump, and Eat. Include responsive touch-friendly controls and prevent page scrolling/zooming.

Implement four switchable modes using number keys 1–4: Survival, Creative, Adventure, and Hardcore. Survival is the default. In Survival, resources are limited, hunger steadily decreases, health can regenerate slowly while hunger is above 70, and health decreases when hunger reaches zero. Mining and building work normally. Creative gives unlimited wood and stone, restores health and hunger to 100 when selected, and enables flight: Space moves upward and Shift moves downward while flying. Adventure displays a clear message and locks both mining and building, but still permits exploration and fighting. Hardcore uses survival rules with increased hunger drain and damage, and a single death ends the world with a game-over overlay and Restart button. In non-hardcore modes, when health reaches zero, faint the player and respawn them near the original start with health 65, hunger 70, cleared nearby monsters, and a temporary safe-spawn period.

Add a continuously advancing day/night cycle. Begin at Day 1 during daytime. Make a full cycle last about 150 seconds, show the current day and either Day or Night in the HUD, gradually darken the sky from bright blue to deep navy at night, reduce sun and hemisphere lighting, and adjust fog color with the sky. During daylight, remove/despawn all monsters. At night, spawn up to seven hostile low-poly Kenney-style zombies and skeletons at a distance around the player, approximately every eight seconds. Zombies should have 3 HP and move at about 1.25 speed; skeletons should have 2 HP and move at about 1.65 speed. They should chase the player, face their movement direction, and damage the player at close range with a cooldown. Start with a safe-spawn timer of about 25 seconds that prevents immediate close attacks and makes nearby monsters retreat; after respawn provide another safe period. Display messages such as “Night has fallen — mobs are coming out. Get inside!”, sunrise/mob-cleared feedback, and damage warnings.

Implement resource gathering and block building using a center-screen raycast with a reach of about five units. Place scattered tree resources with 2 HP and rock resources with 3 HP. Press E or tap Mine to hit the aimed tree, rock, monster, or raised block. Each completed tree gives 3 wood, each completed rock gives 2 stone, and mining raised wood or stone blocks returns one matching resource in non-creative modes. Play short wood-impact and interface click sounds for mining/building where available. Monsters take one damage per mine hit; killing one removes it and awards one food. Do not allow the base ground layer to be mined. In Adventure, show the mining/building locked message instead.

Use a selectable bottom hotbar with four slots: Wood, Stone, Food, and Torch. Start with Wood 0, Stone 0, Food 3, and Torch 2; show counts and highlight the selected slot, with Wood selected initially. Selecting Wood or Stone determines the material built. Press Q or tap Build to place a single cube block adjacent to the aimed block face, or a few units in front of the player if nothing is aimed. Round placement to the voxel grid, place at least at y=0.5, prevent placing inside the player or into an occupied cell, deduct one matching resource in ordinary modes, and show unlimited counts in Creative. Food and Torch are inventory/HUD slots; Food is consumed with F or Eat, only when hunger is below roughly 96 and food is available, restoring 35 hunger and 8 health up to the maximum of 100, with a message such as “Ate berries. Hunger restored.” The torch count is displayed but does not need an additional placement mechanic beyond what is visibly implemented.

Build a translucent dark rounded HUD over the game. At the upper left, show Health with a red gradient meter, Hunger with an orange/yellow gradient meter, then Wood, Stone, Day, and Day/Night. At the upper right, show the current mode name and concise controls text. Keep a white plus crosshair centered. Place a temporary rounded dark message pill around the lower-middle of the screen for contextual notices. Place the four-item hotbar centered along the bottom, with rounded dark slots and a yellow highlight around the active slot. On mobile, place the circular joystick bottom-left and a 2x2 grid of dark rounded Mine/Build/Jump/Eat buttons bottom-right. If Hardcore health reaches zero, show a dark overlay panel stating the hardcore world was lost, how many days were survived, and a Restart button. Use strong white typography, subtle panel transparency/blur, shadows, and safe-area-aware responsive layout so it resembles the supplied screenshot.

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