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-based first-person voxel sandbox game titled “Blockwild.” Use Three.js-style 3D rendering with a perspective FPS camera, fog, soft shadows, a pale blue outdoor sky/background, and a blocky low-poly aesthetic with lightly mottled pixel-like textures. The player is an invisible first-person avatar with a visible blocky tan arm in the lower-right when interacting. Start near the origin in a procedurally generated, expanding voxel world with deterministic seed 824731. Generate terrain in 16x16 chunks and keep nearby chunks loaded while unloading chunks more than two chunk radii away. The world should have layered cube terrain: stone deep underground, then biome-specific surface layers. Use biome selection based on world coordinates so the player can encounter green plains, forest areas, snowy highlands, sandy deserts, and narrow river bands. Plains/forest terrain has grass topsoil over dirt and stone; deserts use sand; snow biomes use snow on top with stone beneath; rivers are low sandy channels with pale translucent ice blocks above the channel. Forests occasionally contain simple block-built trees with vertical brown wood trunks and clustered green leaf cubes. Add occasional cyan crystal blocks protruding from suitable terrain, plus sparse tiny blocky grass tufts and yellow flowers on grass surfaces. The main gameplay loop is exploration and building/mining. Aim with the centered white plus crosshair and raycast against visible blocks. Hold/click the left mouse button to mine the targeted block; mining duration depends on material hardness (roughly soft leaves/sand fastest, stone/coal/crystal slowest), and when completed remove the block, add one item to the matching inventory stack when available, refresh nearby chunks, and animate the first-person arm. Use the right mouse button to place the currently selected inventory block on the face being targeted, provided the destination is empty and within a reasonable vertical range; decrement its quantity and refresh nearby chunks. Prevent default context-menu behavior. Support mouse wheel cycling through the hotbar and number keys 1–9 for direct selection. Include a simple wandering animal population: block-model chickens composed of a white rectangular body and head, orange beak and legs, and red comb. Spawn them sparsely in loaded chunks, have them wander with changing directions and speeds, and keep them standing on the generated terrain height. There are no weapons, enemies, combat systems, or explicit win condition: this is an open-ended creative survival/exploration sandbox. Track health and hunger: both start at 100; hunger slowly drains over time, and very low hunger periodically damages health. If health reaches zero, reset the player to the origin and refill health and hunger. Implement FPS movement with WASD, mouse look after clicking to capture the mouse, Shift sprint, C crouch toggle, Space jump, gravity, and collision/grounding appropriate for voxel terrain. Use movement speed around 4.6 and jump speed around 7.2. Include a subtle day/night-like lighting cycle: directional sun position and intensity change over time, and the fog/sky color shifts slightly while maintaining the pale blue atmosphere. The HUD must match the shown restrained dark navy sci-fi/game UI. Put a rounded dark translucent panel with a thin blue-gray border in the upper-left. Display the bold title BLOCKWILD, then the current biome in uppercase, a seed/time readout formatted like “Seed 824731 · HH:MM,” and two horizontal status bars: a coral/red health bar and a golden-yellow food bar. Put a white plus crosshair exactly at screen center. Along the bottom center, show a rounded dark translucent hotbar with nine square blue-gray slots, thin borders, and a glowing yellow border on the selected slot. Each slot shows a flat color swatch for its block and a small white quantity number in the lower-right. Initialize the nine slots, in order, as grass 24, dirt 32, stone 32, sand 24, wood 16, brick 12, coal 8, crystal 4, and snow 12. Although brick is available in the inventory, the generated terrain code need not naturally produce it; it remains a placeable block. Above the hotbar, show compact instructional text: “Click to capture mouse · WASD move · Shift sprint · C crouch · Space jump · LMB mine · RMB place · 1–9 select.” Keep the UI pointer-events disabled except for any controls, and make it responsive to the viewport.