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Arcade › Campcraft
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Campcraft yet. Play it, then tell Isaac Fortune what you would add next.
Campcraft was built by Isaac Fortune 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 Campcraft 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 3D blocky camping exploration game titled “Campcraft.” Use Three.js or an equivalent real-time 3D renderer with a full-screen canvas behind HTML/CSS overlays. The visual style is Minecraft-like but simple and colorful: a bright blue spherical sky with fog, a large flat vivid-green grass plane, hard-edged rectangular geometry, soft shadows, and chunky low-poly scenery. The game is a simulated multiplayer experience, not networked. Start in a centered dark indigo translucent lobby panel with rounded corners and cyan/purple accent borders. The header says “Campcraft” and “Lobby — 67 players,” with a bright cyan “Start Match” button. Show a scrollable Players panel containing 67 generated player names: “You” first, then colorful names such as Nova/Rex/Kite/Luna/Moss combinations with numeric suffixes. Give each row a colored online/away dot and a right-side status: YOU is HOST, online simulated players are READY, and some are AWAY. Include the explicit note “(Simulated roster — no networking yet)”. Beside or below it, show a Chat panel with an initially visible LobbyBot message: “Welcome. Say ‘controls’ or ask a question.” Add a text input with placeholder “Type a message… (Enter to send)” and a Send button, plus the note “Bot answers you after you send a message.” Pressing Enter or Send adds the player message and, after a short delay, a rule-based LobbyBot response. Bot responses should recognize questions about controls, starting, camp, Minecraft, greetings, and generic questions; also allow occasional simulated NPC replies and periodic lobby chatter from the roster. Behind the lobby, render a small camp as the 3D background: four blocky children around a campfire. Each child has a cube head with skin-colored face, a flat block of hair, rectangular colored shirt, blue/dark block pants, and separate rectangular arms and legs. The campfire consists of a dark round base, four crossed/arranged logs, an orange emissive cone-shaped flame, and a warm flickering point light. Slowly orbit the lobby camera around this camp while looking toward it. When Start Match is clicked, enter a short cinematic overlay called “Camp Story.” Hide the lobby and show a centered translucent dark box with captions that progress through: “Kids at camp… the fire is warm.”, “Someone tells a scary story.”, “The woods go quiet…”, and “Fade to black…”. Animate the campfire flame/light and gently sway the four children while the camera moves from a wide elevated view around the camp toward a closer view. Let Space skip on desktop and a tap on the screen skip on mobile, but avoid treating an immediate accidental tap as a skip for roughly the first second. At the end, fade fully to black, spawn the player, then fade back into gameplay. Gameplay is first-person exploration on the same large grassy terrain. Spawn the player at approximately (10, 0, 14), facing the camp direction, with a camera eye height around 1.65. Show blocky first-person arms at the bottom of the view: skin-colored hands with blue sleeves, bobbing subtly while walking. The world contains approximately 14 randomly scattered choppable trees within a broad area. Each tree is a rectangular brown trunk about 1.1 wide and 4–6 high topped by a large rectangular green leaf block. Also scatter about 20 low gray rectangular stone bumps. Use fog, hemisphere lighting, directional sunlight, shadows, and a blue sky. Populate the world with the other 66 roster players as visible Minecraft-like NPC children, each with deterministic varied shirt, pants, skin, and hair colors and a readable dark name-tag sprite above the head. Scatter them in a broad ring around the player, then have them wander and walk toward assigned trees. NPCs should swing their arms while moving, perform a chopping animation near a tree, periodically damage trees, remove depleted trees, and choose new tree targets. Name tags always face the camera and remain legible. This makes the simulated roster visibly present in-world. Implement desktop controls: WASD or arrow keys move, Shift makes movement faster, Space jumps with gravity and simple ground collision, and click-drag on the canvas changes yaw/pitch to look around. Press E or click the game canvas to attempt a tree chop using a center-screen raycast. Only the currently selected Axe can chop; the Axe begins in hotbar slot 1. A tree must be within roughly 4.2 units and centered on the raycast. Each chop has a short cooldown, gives tiny hit feedback and a soft sound, reduces tree health, and when the tree is destroyed awards 1–2 Wood and posts “Picked up Wood.” to the in-game chat. If the selected slot is not the Axe, post “Select your Axe (slot 1) to chop.” Keep movement bounded to a large square area and play very light step sounds while walking. On mobile/coarse-pointer devices, do not use a joystick. Provide translucent on-screen buttons: a four-direction D-pad with forward/up, left, back/down, right, plus separate large “Chop” and “Jump” buttons. Holding movement buttons moves, holding Jump jumps, and pressing Chop triggers the same raycast action. Drag anywhere on the gameplay canvas (except controls/chat) to look around. Support both touch and pointer events robustly. During gameplay show a HUD overlay. At the top-left, include pill labels explaining “First-person • Drag to look • Buttons to move (no joystick)” and “Enter: chat • Esc: lobby.” At the lower left, show an in-game chat log and a “Chat… (Enter)” input. Enter focuses the chat field, sends the message, and produces the same delayed LobbyBot and occasional simulated NPC responses as in the lobby; periodic NPC messages should reference exploring grass, trees, the campfire, scouting, and spooky woods. Press Escape to return to the lobby. At the bottom center show a five-slot inventory hotbar, numbered 1–5, with slot 1 selected and containing “Axe”; harvested “Wood” stacks into an existing Wood slot or fills an empty slot. Clicking slots or pressing number keys 1–5 changes selection. Keep the dark indigo, glassy UI style, cyan selected/focus outlines, muted lavender text, rounded borders, and subtle neon shadows throughout. Add lightweight triangle-wave UI/game sounds for starting, footsteps, and chopping, initialized after the first user interaction.