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Arcade › CraftLite
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nadine williams built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about CraftLite yet. Play it, then tell nadine williams what you would add next.
CraftLite was built by nadine williams 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 CraftLite 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 first-person voxel sandbox game titled “CraftLite,” built with Three.js and original simple visuals. The player should explore a compact procedurally generated block world made from colored 1x1x1 cubes, then break targeted cubes and place new cubes to shape the terrain. World and rendering: use a first-person perspective camera with a bright blue sky and soft blue-to-light gradient atmosphere, distance fog, directional sunlight, hemisphere ambient lighting, shadows, and a large flat green ground/shadow-receiving plane beneath the world. Generate a square world spanning approximately x/z = -15 to 15. For every column, make uneven hills using a deterministic combination of sine/cosine waves, with terrain heights between about 2 and 6 blocks. Make the top block grass except for low outer beach columns, whose top is sand. Fill deeper layers with dirt and stone: the surface is grass or sand, the next layers are dirt, and layers more than two below the surface are stone. Scatter a small number of simple trees deterministically across suitable hills: brown wood trunks about 3–4 blocks tall topped with compact, roughly spherical/clustered green leaf cubes. Keep editable blocks within the world radius and y=0 through y=14. Player mechanics: spawn the player near the center above the terrain in a first-person view, with an eye height around 1.62 blocks, a cylindrical-ish collision footprint represented by a 0.34 block radius and 1.8 block height. Implement WASD movement relative to the camera yaw, gravity, jumping, and collision against voxel blocks, including horizontal and vertical collision resolution so the player cannot walk through terrain. Movement is faster on the ground than in air. Space jumps with an upward impulse, and falling below the world resets the player to the spawn point. Allow looking around by dragging with the mouse; on touch devices, dragging open screen space changes yaw and pitch. Clamp vertical look so the player cannot look fully upside down. Arrow keys may also make small incremental camera-look adjustments. Block interaction: place a white wireframe outline around the cube targeted by the center-screen raycast. Only target blocks within roughly 7 blocks of the camera. Use a centered white crosshair. When a target exists, breaking removes it (but never allow the bottom y=0 layer to be removed); placing adds the currently selected block to the adjacent face indicated by the hit surface normal, provided the location is within world/build limits, empty, and does not overlap the player. Keep a live block count. The six selectable block types, in hotbar order, are: grass (green), dirt (brown), stone (gray), sand (pale yellow), wood (brown), and leaves (green). Use slightly rounded-looking, shadowed color swatches in the UI, while the world cubes remain crisp box geometry. Desktop controls: drag on the game view to look, W/A/S/D to move, Space to jump, Q to break the targeted cube, E to place the selected cube, number keys 1–6 to select hotbar slots, and R to regenerate/reset the entire procedural world. Start with a title splash that says “CraftLite,” describes it as a block-building sandbox, and has a prominent green “Start building” button; hide the splash after starting. Mobile/touch controls: show a large circular virtual joystick at lower left for movement, support touch dragging on the open view for looking, and provide four lower-right action buttons labeled BREAK, PLACE, JUMP, and RESET. Tapping the hotbar slots selects a block type. Make the controls work as an overlay without interfering with the 3D view. HUD and style: use a dark translucent glassmorphism interface with rounded corners, subtle borders, blur, shadows, and light text. At the top center show a small green status dot, live integer player coordinates formatted as X/Y/Z, “Blocks” with the current block count, and “Mode” showing Explore when no cube is targeted and Edit while a cube is targeted. Put a compact instruction hint below it explaining desktop drag/look, WASD, Space, E, Q, and 1–6. Place the crosshair at screen center. Put a bottom-centered six-slot hotbar with colored swatches and slot numbers; highlight the selected slot with a gold border/background. The result should feel like a lightweight, peaceful creative exploration/building toy rather than a combat or survival game: no enemies, health, inventory quantities, crafting recipes, sounds, particles, day/night gameplay, persistence, or resource collection.