Appearance
Arcade › Box City 1
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Artin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Box City 1 yet. Play it, then tell Artin what you would add next.
Box City 1 was built by Artin 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 Box City 1 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 Three.js voxel exploration and building game titled “THE BOX CITY 1,” with a dark, polished sci-fi menu UI and a huge stylized cardboard-and-crate city. Begin on a full-screen main menu over the dark scene: large uppercase title “THE BOX CITY 1,” subtitle “Beta voxel city — cardboard & crates,” a blue PLAY button, an amber/brown CREATE GAME button, smaller SANDBOX: ON and VIEW: V buttons, and the hint “Tip: Click in-game to lock mouse. Press M to return to menu. Press V to toggle FPP/TPP.” Clicking either main option should open a character-selection screen titled “Choose your box hero,” labeled as an original sea-town-vibes cast, with four selectable cards: Box Sponger (“Sunny & bouncy builder.”), Star Pal (“Strong heart, soft brain.”), Inky Neighbor (“Artistic, dramatic, fast.”), and Crab Captain (“Greedy sprint boost.”). Show each as a simple text-based thumbnail/card, highlight the selected card, and provide Back and Continue buttons. After Continue, enter the selected mode in a first-person 3D scene using pointer lock: WASD moves, mouse looks, Space jumps, Shift sprints, Esc releases the mouse, and M returns to the menu. Spawn the player near the plaza at approximately (-40, 3.2, 130). Use a perspective camera, crisp cubic geometry, vibrant directional/hemi lighting, soft exponential fog, shadows, and a dark navy ground/sky background. The player is represented only by a tiny colored boxy hat/indicator aligned with the camera; tint it yellow for Box Sponger, pink for Star Pal, cyan for Inky Neighbor, or red-orange for Crab Captain. Build a very large deterministic procedural city on a grid of 34 by 34 blocks. Each block is about 14 units wide with 6-unit streets between blocks. Fill most blocks with several randomly sized and positioned rectangular cardboard buildings: warm tan cardboard material, widths/depths roughly 2–7 units and heights roughly 4–37 units. Add smaller dark brown wooden crates on some rooftops. Use instanced meshes for the repeated buildings and decorations. Leave a large central rectangular open plaza by carving out a block region, and give the plaza a slightly different dark gray floor. Include original, landmark-inspired box structures: along one edge of the plaza, make a long Kremlin-wall-like silhouette from about 52 dark wooden rectangular segments with occasional taller sections plus a tall rectangular tower; elsewhere create a large cardboard base topped with six colorful box-built domes made from stacked rings of small cubes, in red, mint green, blue, yellow, magenta, and orange, each ending in a tall square spire. Add a floating/signboard-style billboard reading “RED SQUARE (BOX EDITION)” near the landmark. Keep these as original voxel interpretations rather than realistic or copyrighted replicas. Add subtle black back-face outlines around selected landmark meshes for a bold toy-like silhouette. In PLAY mode, show a transparent dark HUD: upper-left mode label PLAY and a small control line such as “WASD • Mouse • Space jump • Shift sprint • V view • E interact • M menu”; centered crosshair “+”; bottom-left status panel titled “LODAT” with View FPP, Mode SANDBOX, and Money ∞ plus a Toggle View (V) button. Movement should have smooth acceleration, gravity, ground landing around player height 1.65, jumping impulse about 8.4, normal speed about 8 and sprint multiplier 1.6, with soft world bounds around ±820. There are no enemies, weapons, combat, quests, vehicles, or inventory mechanics; the goal is simply to explore the box city. In CREATE GAME mode, preserve the same city and first-person movement, switch the HUD mode to CREATE, and show the help line “LMB place • RMB remove • Wheel height • R material • C clear.” Add a translucent blue cubic build cursor at the center of the view. Aim at the ground with a center-screen raycast and snap to a 2-unit grid. Left click places a 2×2×2 crate at the selected grid cell, right click removes the crate at that cell, mouse wheel changes the vertical build layer from 0 through 24, and R toggles the material between tan cardboard and dark brown wood. Render placed crates as two instanced meshes and persist them in localStorage so creations reload between sessions. C clears the saved build and displays a brief “Cleared saved build” toast. Show brief bottom-center toast messages such as “Click to look around,” “Create mode: place crates,” “Material: Cardboard,” “Material: Wood,” and “Build height: N.” Prevent the browser context menu during create mode. Keep the overall visual language as high-quality simple voxel/cubic forms, warm cardboard and wooden-plank colors, colorful landmark accents, crisp edges, dramatic lighting, and soft depth fog over a dark background.