Arcade › Blockwild
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Raymi Aguirre built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockwild yet. Play it, then tell Raymi Aguirre what you would add next.
Blockwild was built by Raymi Aguirre 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.
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 3D voxel survival sandbox titled “Blockwild.” Use a Three.js-style perspective FPS camera with a 72-degree field of view, smooth mouse look, and a blocky cubic world. The visual style is clean, minimal voxel art: colored cube blocks with no textures, soft shadows, atmospheric fog, and a sky that transitions from bright pale blue in daytime to deep navy at night. Use instanced/chunked rendering so the procedurally generated world can stream around the player. At launch, show a dark blue-black full-screen main menu with a centered translucent dark panel, thin pale border, rounded corners, and shadow. Display the large spaced uppercase title “BLOCKWILD,” subtitle “Build a shelter. Explore the wild. Survive the night.”, and vertically stacked buttons: mint-green PLAY, dark blue-gray LOAD WORLD, and dark blue-gray SETTINGS. Include the small footer “Original voxel survival sandbox.” PLAY starts a fresh world; LOAD WORLD restores the saved world from browser local storage if one exists; SETTINGS only displays a brief performance-mode toast rather than opening a settings screen. The game world is deterministic and procedurally generated from a fixed seed (918273), divided into 16x16 chunks, with a vertical height range of 22 blocks. Stream a square area of chunks around the player (roughly five chunks across, using a two-chunk radius), unloading distant chunks. Generate four terrain regions based on deterministic noise: plains, forest, desert, and mountain. Terrain heights vary by biome: plains are roughly 3–10 blocks high, deserts about 3–8, and mountains about 5–18. Place a top layer of grass in plains/forest, sand in deserts, and snow on high mountain peaks; put dirt just below ordinary topsoil, stone deeper down, and occasional deterministic underground cave gaps. Fill depressions below sea level 5 with translucent blue water blocks. Forest affects biome generation but there are no separate visible tree-generation objects in the supplied implementation, so keep the terrain block palette as the main environment. Use these cubic block types and approximate solid colors: grass green #63b66e, dirt brown #8b6042, stone blue-gray #687582, sand tan #d8bd78, wood #9c6b3b, leaf dark green #2d805d, snow very pale blue-white #dbeaf2, and water blue #3c9cc9 with about 62% opacity. Render only exposed block surfaces and group blocks into instanced meshes by type and chunk. The player is an invisible first-person target/controller, initially placed around world coordinate (8, terrain height at 8,8 + 3, 8). Implement FPS controls: WASD movement, Shift sprint, Space jump, gravity, and mouse look. Normal movement speed is about 4.6 and sprint speed about 7.2, with jump speed around 7.8 and gravity around -22. Show a small white crosshair at screen center. Aim at blocks with a center-screen raycast. Left mouse button breaks the targeted exposed block, adds one of that block type to the inventory when applicable, updates the edited voxel, and rebuilds nearby chunks. Right mouse button places the currently selected block against the targeted block face if the destination is empty and the player has at least one of that item, decrementing inventory and rebuilding nearby chunks. Prevent the context menu. Provide a nine-slot bottom-center hotbar with dark translucent background and compact bordered slots. Slots are, in order: grass, dirt, stone, wood, sand, leaf, snow, water, stone. Show keyboard numbers 1–9, simple colored symbolic glyphs/icons, and item counts. The initial inventory is grass 24, dirt 18, stone 12, wood 8, sand 6, leaf 4, snow 0, water 0. The first slot is selected with a yellow outline; allow number keys and mouse wheel to change selection, and allow clicking slots. The duplicated stone ninth slot should behave as shown by the source implementation. Add survival systems and HUD. In the upper-left, show a dark translucent panel with a heart health value starting at 100 and a food/hunger value starting at 100, plus “Day 1 · Morning” (the active day/night label should be Day or Night). In the upper-right, show a control hint panel reading approximately “WASD move · Shift sprint · Space jump / Mouse look · LMB break · RMB place · 1–9 select / E inventory/craft · Esc pause”; retain this displayed hint even though E inventory/crafting is not implemented in the actual mechanics. Hunger drains slowly while moving; at the end of each 90-second cycle, advance the day and reduce hunger by 3. If hunger reaches zero, health drains gradually. Health reaching zero respawns the player at the starting location, restores health to 100, sets hunger to 80, advances the day, removes all spawned night enemies, and shows a “You respawned” toast. Run a 90-second repeating day cycle: the first portion is daylight and after approximately 58 seconds switch to night. Blend the sky and fog from pale day blue (#86c8e8) to dark navy (#08152e), reduce sunlight and hemisphere lighting at night, and use directional warm sunlight plus soft shadows during the day. During night, periodically spawn up to five simple hostile “night stalkers” near the player, represented by dark purple emissive rectangular box creatures about 0.75 wide and 1.5 high. They move slowly toward the player, faster when within 10 units, and damage health when closer than about 1.25 units. They should be named/treated as night stalkers but have no complex animation or attack effect. Support Escape to pause with a full-screen dark overlay and centered panel containing PAUSED, RESUME, SAVE WORLD, and MAIN MENU buttons. SAVE WORLD stores seed, voxel edits, player position, health, hunger, and day in local storage and displays “World saved.” LOAD WORLD restores these values and displays “World loaded.” MAIN MENU returns to the title screen and hides gameplay HUD. Starting a new game clears edits and resets player, health, hunger, and day. Show short centered dark bordered toast messages such as the seed on starting a game, save/load confirmations, performance mode, and respawn notices. Keep the interface responsive: use a dark navy page background, translucent HUD panels, mint primary action color, blue-gray secondary buttons, rounded borders, and compact hotbar sizing on mobile. Include adaptive renderer resolution behavior so performance can reduce or increase pixel ratio based on measured frame rate. Do not add crafting, hunger food items, inventories, weapons, quests, or other features beyond the described voxel editing, movement, survival clock, stalkers, saving, and UI.