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Arcade › Blockwild

Blockwild

  • 3d
  • voxel
  • sandbox
  • building
  • low-poly
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. Shadow King 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 Shadow King what you would add next.

Make your own game

Blockwild was built by Shadow King 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 small playable 3D voxel sandbox titled “Blockwild.” Use a bright, stylized low-poly/blocky aesthetic with a sky-blue background and soft atmospheric fog. The camera should follow a blocky humanoid player in a third-person perspective, with movement, jumping, gravity, and an orbit/follow view; place the player near the center of the world at the start. Use a blocky Kenney-style character model if available, facing into the world, with simple idle presentation and cast shadows.

Build a finite square voxel landscape from 1x1x1 cubes. Make a roughly 36-by-36 grass floor at y=0, with the ground indestructible. Add scattered dirt block patches and numerous simple, irregular raised dirt formations/pillars around the landscape, while leaving open grassy areas near the player. Include several stylized pine trees around the distant edges (approximately four visible nature-kit pine trees), with varied scale. Light the scene with bright daylight, ambient hemisphere lighting, directional sun shadows, and natural-looking soft shading.

The central mechanic is editing the voxel terrain by aiming at a block and clicking/tapping. Use a raycast from the camera through the pointer: in BUILD mode, clicking a visible block adds one cube directly adjacent to the clicked face. Let the player choose the material from Grass or Stone; grass blocks are green, stone blocks are muted gray-blue, and the existing elevated terrain is brown dirt. In BREAK mode, clicking a block removes it, except the bottom y=0 floor blocks which cannot be removed. Only edit actual terrain blocks, not scenery props. The player can explore and jump among the blocks.

Add a fixed HUD over the game. At the upper left show the bold white title “BLOCKWILD” and the text: “Explore, jump, then tap the land to build. Switch to Break to mine blocks.” At the upper right show a rounded dark-green status badge with a pale green outline reading BUILD or BREAK, updating with the selected mode. Put a translucent white plus/crosshair at the center of the screen to indicate aiming. At the lower right, show four rounded buttons in a compact two-row layout: Build, Break, Grass, Stone. Build is initially selected with a yellow/gold active background; Grass is initially selected as the block type, while inactive buttons are pale cream/green. Mode buttons update the status badge and active highlight; material buttons select the block type and highlight the selected material. Make the interface suitable for mouse and touch, with pointer interaction on the rendered canvas and no extra score, lives, enemies, inventory, or win condition.

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