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Arcade › Blockwild
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alex Sabelka 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 Alex Sabelka what you would add next.
Blockwild was built by Alex Sabelka 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 first-person voxel survival sandbox called “Blockwild,” built with a Three.js-style 3D renderer. The camera is an FPS camera with a small white crosshair fixed at screen center, and the player starts around XYZ 0,9,10 in a procedurally generated block world. Use a bright, clean low-poly/block aesthetic: individual 1×1×1 cubes with subtly mottled materials, soft shadows, atmospheric fog, and a pale blue daytime sky. The world is a roughly 49×49 terrain area with rolling height variation, underground layers, and distinct regions: green plains with grass tops and dirt/stone underneath, a forest region containing blocky brown tree trunks and green leaf clusters, a sandy desert region with sparse vertical wood/cactus-like forms, a snowy region with white snow tops, and a shallow water area. Include a dark bedrock bottom, stone underground, and an obsidian portal structure near the starting area: a rectangular obsidian frame with a glowing translucent purple portal interior and a nearby purple point light. The lighting should transition over a long cycle between day and night; at night make the sky/fog dark blue-purple, dim the sun and ambient light, while the portal continues to glow. Display fog that makes distant terrain fade out. The core loop is survival-style block interaction. Let the player walk with WASD, jump with Space, sneak with Shift, and use mouse look in FPS mode. Holding the left mouse button mines the block under the center crosshair; mining takes time based on block hardness, with stone/ore-like blocks taking longer, and a selected stone or wood tool slot increasing mining speed. On completion remove the targeted cube, show a short toast such as “Mined grass,” and add the mined material to the inventory (grass drops as dirt). Right-click places the currently selected hotbar block on the face adjacent to the targeted cube, consuming one item unless in Creative mode. Number keys 1–9 select hotbar slots. Prevent the browser context menu. Start in Survival mode with 20 health and 20 hunger. Hunger slowly drains while moving, drains faster while running/jumping, and when empty gradually damages health; when health reaches zero, stop normal controls and show a centered dark death overlay reading “You Died,” with “The wilds got you.” and a “Respawn” button. Respawn restores health and returns the player to the initial position. There are no visible enemies; survival pressure comes from movement-related hunger and the environment. Include a Survival/Creative mode state in the HUD; Creative displays infinite item quantities and permits instant mining/placement, while the shown initial state is Survival. At the bottom center, create a dark translucent rounded hotbar with nine slots, each showing a large emoji-like item icon and a yellow quantity: grass seed/grass 32, dirt 32, stone 24, wood 12, planks 24, torch 8, sand 16, obsidian 12, and bread 4. Highlight the selected slot with a yellow border. The top-left HUD is a dark translucent rounded panel with rows of red heart icons for health and meat icons for hunger, followed by text like “Survival · Overworld · Day,” the current integer XYZ coordinates, and a generated numeric Seed label. Put a white crosshair at screen center. At bottom-left show a compact dark “Q Trail Guide” panel with the controls text: “WASD move · Space jump · Shift sneak · Hold click mine · Right-click place · 1-9 select.” At top-right add green “Inventory (E)” and blue “Home” buttons. Press E or click Inventory to open a large dark translucent “Inventory & Crafting” modal with a close X, a grid of inventory entries for the hotbar items plus coal, iron, and diamond, and recipe buttons labeled exactly along the lines of “Planks ← Wood,” “Sticks ← Planks,” “Torch ← Coal + Stick,” “Pickaxe ← Planks + Stick,” “Crafting Table ← Planks,” “Bread ← Wheat ×3,” and “Diamond Sword ← Diamond + Stick.” Clicking a recipe only needs to show a brief “Crafted [item]” toast; match the simple interface behavior rather than inventing a full crafting system. Press Q to toggle the guide panel. Press F or click Home to save the current seed, items, health, hunger, position, and time to local storage and show an “Autosaved”/saved toast; also autosave periodically. Near the portal, pressing R should toggle between “Overworld” and “Shadow Realm,” update the HUD dimension label, teleport the player between the starting locations, and show an “Entered [dimension]” toast, with a short cooldown to prevent repeated triggers. Use rounded translucent panels, white text with a subtle dark text shadow, bright green/blue controls, and a polished simple browser-game HUD matching the attached screenshot.”,