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Blockwild Survival

  • 3d
  • voxel
  • survival
  • sandbox
  • first-person
  • crafting
  • procedural
  • day-night
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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. Joel Joel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockwild Survival yet. Play it, then tell Joel Joel what you would add next.

Make your own game

Blockwild Survival was built by Joel Joel 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 Survival 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 Survival

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 voxel survival sandbox titled “Blockwild Survival,” matching the provided game. Use a Three.js-style real-time 3D first-person camera with a blocky Minecraft-like world, simple low-poly geometry, flat shaded colored materials, soft shadows, fog, and a pale blue sky. The player should start around the center of a procedurally generated world, looking across a low voxel landscape toward the horizon. Use a centered white plus crosshair and mouse-look pointer capture.

World and terrain: generate the world in streamed 12×12 block chunks around the player, initially loading a 3×3 area and keeping nearby chunks loaded while unloading chunks farther than roughly two chunks away. Use deterministic seeded math noise so terrain is repeatable. Make varied terrain with plains, forest, taiga, desert, and mountain regions. Surface heights should generally be about 2–13 blocks, with mountains rising higher. Layer terrain with grass on ordinary plains/forest, dirt beneath it, stone deep underground; use red sand in deserts, stone on mountains, and snow in taiga. Include occasional water blocks in low plains/desert areas. Add trees in forest and taiga: brown wood trunks about four blocks high with compact blocky green leaf canopies. Carve occasional irregular underground caves. Distribute visible coal, iron, gold, and diamond ore blocks at progressively deeper levels. Use opaque cube blocks except for semi-transparent blue water. Hide internal faces/blocks or batch exposed blocks by material for performance.

Player and controls: implement first-person movement with WASD, mouse look after clicking to capture the mouse, Space to jump, gravity, ground collision, and falling damage for falls over about four blocks. The player can interact with the block directly under the crosshair. Left mouse removes/mines the targeted block and adds its material to inventory, except water is removed without being collected; pressing E should also mine the targeted block. Right mouse places the currently selected hotbar item against the targeted block, provided the destination is empty, below build height 18, and the player has that item. Prevent default context menus. Number keys 1–9 select hotbar slots. Press F to eat an apple, consuming one apple, restoring about 24 hunger and 3 health.

Survival simulation: track health and hunger, both starting at 100. Hunger steadily drains; when hunger reaches zero, health drains over time. Mobs wander over terrain: include simple low-poly block animals such as deer and rabbit, plus a zombie. Animals wander and deal small contact damage; the zombie becomes hostile at night, pursues the player within about 14 blocks, moves faster, and deals about 8 contact damage, while animals deal about 2. Add a brief damage cooldown. When health reaches zero, pause the game and show a dark centered death overlay in Spanish with “Has muerto,” a message explaining that the world and blocks remain saved, and a “Volver a jugar” button. Respawn resets health, returns the player to the starting position, and resumes play.

Time and lighting: run a day/night cycle where game time advances quickly (about three in-game time units per real second), with day/night status shown in the HUD. Rotate a directional sun through the sky, changing sun and hemisphere light intensity. During night, change the background and fog from pale blue to dark navy and keep a small amount of light. Show the current day number and whether it is Día or Noche.

Inventory and crafting: begin with roughly two wood logs and two apples. Maintain item counts for grass, dirt, stone, wood, leaves, coal, iron, diamond, sand, planks, sticks, apples, and crafted items. Display a compact nine-slot hotbar centered at the bottom with numbered slots, colorful emoji-like/simple icons for materials, item counts, and a glowing yellow border on the selected slot. The default hotbar order should be wood, planks, stone, dirt, grass, sand, apple, iron, diamond. Provide a top-right “Salvar” button and “Craft” button. Craft toggles a compact crafting panel listing these exact simple recipes with Craft buttons: 1 tronco → 4 tablones; 2 tablones → 4 palos; 3 tablones + 2 palos → pico; 4 tablones → mesa 3×3. The pick and table can be stored as crafted inventory items even if no additional tool/table behavior is needed.

HUD and visual layout: use Portuguese/Spanish-style labels matching the reference: top-left dark translucent rounded panel showing a heart icon and health, a food icon and hunger, and a pickaxe icon plus the selected item and count (for example “❤ 100   🍗 100   ⛏ wood x2”). Top-right dark translucent rounded panel should show “Dia 1 · Dia · Blocos [count]”. Put the Save and Craft buttons beneath it. Put a tiny white plus crosshair at screen center. Near the bottom center show a hint such as “Clique para capturar o mouse · WASD mover · Espaço saltar · E coletar/minerar · botão direito colocar · 1–9 hotbar”. Use dark navy translucent panels, rounded corners, light borders, white text, and a highlighted yellow hotbar selection. The reference camera is low and forward-facing, so the foreground should show broad blue/dark voxel ground or water-like shading, with blocky tree silhouettes on both sides and an open sky/horizon ahead.

Persistence: implement Save using localStorage, storing inventory, health, hunger, time, player position, and all currently present block coordinates/types. Automatically load that save on startup when available, rebuild the visible block batches, and preserve the world and blocks after death. Include responsive sizing for desktop and smaller touch screens, while retaining the same first-person voxel presentation and HUD.”

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