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Arcade › Craftfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aliesha Shaw built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Craftfall yet. Play it, then tell Aliesha Shaw what you would add next.
Craftfall was built by Aliesha Shaw 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 Craftfall 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 3D voxel block-building sandbox called "Craftfall". Render a bright, low-poly/blocky outdoor island in Three.js-style graphics: a clear light-blue sky with matching distance fog, strong soft sunlight and ambient sky lighting, and a bounded roughly 29-by-29 block terrain. Generate uneven rolling terrain from simple sine/cosine height variation, with stacked one-unit cubes from y=0 up to each column's height (around y=2-6). Use dirt near the upper layers, stone in deeper layers, sand for very low/top surfaces as appropriate, and grass-green top blocks. Add five simple block-built trees at fixed positions: brown wood trunks three blocks high with compact cross-shaped clusters of dark green leaf cubes above them. Give all cubes crisp visible faces, shadows, and a colorful stylized voxel aesthetic. Place the first-person player near (0, 5.2, 10), with FPS camera controls, mouse-look after clicking to lock the cursor, WASD-style movement through the control system, jumping and gravity. Keep the player inside approximately x/z bounds -13.5 to 13.5 and reset them if they fall far below the world. Aim with a centered white plus-shaped crosshair. Cast a ray from the camera center up to 8 units and outline the currently targeted cube with a thin white wireframe box. The player can edit targeted editable blocks: left click or a prominent Break button removes the cube and increments a Broken counter; right click or a Place button adds the currently selected block to the face being aimed at and increments Placed, as long as the destination is within y=1..18, unoccupied, and not intersecting the player. Make the bottom y=0 foundation blocks uneditable, while terrain above them and tree blocks are editable. Provide five selectable block types in a bottom-center translucent toolbar, each as a rounded slot with a number key and colored swatch: 1 Grass (green #72b34d), 2 Dirt (brown #8f6540), 3 Stone (gray #8d9297), 4 Wood (brown #9a6b3d), and 5 Sand (pale tan #d8c48f). Grass is selected initially and should lift slightly, glow with a pale blue accent border, and show a translucent blue active background. Support number keys 1-5 for selection. Support keyboard Q to break and E to place as alternatives, plus left/right mouse buttons; prevent the browser context menu. Overlay the scene with a polished dark translucent glass HUD. At top left show a rounded panel titled "Craftfall" and the subtitle "An original block-building sandbox inspired by voxel survival games — break blocks, place your own, and shape the island." At top right show live compact stats including Mode (the selected material name, initially grass), Broken, Placed, and the player's one-decimal x/y/z coordinates; include an install/PWA status line if implementing the provided install behavior. Center the crosshair over the world. At lower right stack dark rounded Break and Place buttons. At bottom center show the five-slot material toolbar, and at lower left show a dark hint panel explaining desktop click-to-lock, left-click break, right-click place, number-key block switching, and mobile stick/tap controls. Make the layout responsive: on touch devices expose the control library's built-in virtual stick and let users tap Break/Place, while preserving the desktop FPS interaction. Include responsive sizing, shadows, rounded corners, and safe-area-aware positioning. There is no combat, inventory count, enemies, scoring, win condition, or health system: the core loop is simply exploring, selecting cube materials, breaking targeted blocks, and placing cubes to reshape the island. Register the game as an installable PWA when supported.