Skip to content

Arcade › EaglerBlock

EaglerBlock

  • 3d
  • voxel
  • sandbox
  • survival
  • creative
  • mining
  • first-person
  • mobile-ready
0
Remix it Discord

1 play ·added August 23, 2026

About EaglerBlock

**The world now extends infinitely downward.**

Dig deep to explore new depths as you mine.

**Added ores** to the terrain generation: coal, iron, and gold, ready to be uncovered.

In **SURVIVAL**, your hotbar only shows materials you currently have — no more zeros, just the essentials.

Start mini

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about EaglerBlock yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

EaglerBlock was built by njdewitt13 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 EaglerBlock 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 EaglerBlock

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 called “EaglerBlock” (the page may display “BlockCraft” in the small HUD label). Render a Minecraft/Eaglercraft-inspired block world in Three.js with a 75-degree perspective camera, center white crosshair, bright sky-blue background, light atmospheric fog, simple hemisphere/sun lighting, and chunky one-meter cubic blocks with nearest-neighbor pixel-noise textures. The visible style is low-poly and deliberately simple: green grass hills, brown dirt and stone cliffs, occasional tan sand, blue water, blocky trees made from brown logs and green leaf cubes, and large dark side faces/shadows on the terrain. Generate terrain in 16x16 chunks around the player and dynamically generate/unload neighboring chunks as the player crosses chunk boundaries, making the world effectively extend downward and outward. Use smooth sinusoidal height variation with surface heights roughly 1–10; fill underground down to a deep minimum (about -16 on low-end devices and -32 otherwise), with stone deep below, dirt/grass near the surface, sand on low terrain, and water up to water level 3. Underground generation includes random coal and deeper iron blocks in the data; preserve these mining-resource rules, but do not invent visible gold ore if following the supplied mechanics, since gold is not actually implemented in the source. Add sparse voxel conifer-like trees with five-block trunks and irregular leaf canopies.

The player is an invisible first-person avatar controlled by FPS controls: keyboard/mouse on desktop and touch/mobile controls suitable for phones (the screenshot shows a translucent virtual joystick at bottom-right). Support walking, jumping, gravity, collision against the voxel meshes, and entering water, where movement slows and buoyancy prevents rapid sinking. Start the player just above the generated surface near world coordinate (0,0). Show a fixed HUD: a translucent dark rounded info banner at top-left reading something like “EaglerBlock • Classic MC in browser • Hold to break, tap to place”; a centered crosshair; and a bottom-center action/inventory area. The bottom UI has a red BREAK button, a dark Minecraft-like hotbar with square item slots, a green PLACE button, an orange FIRE button, a purple CRAFT button, and a blue CREATIVE/SURVIVAL toggle. On desktop, left click mines when not pointer-locked, right click places, F or FIRE shoots, and number keys 1–9 select hotbar slots. Make buttons touch-friendly and prevent HUD touches from controlling the world.

Implement two modes. SURVIVAL begins with an empty inventory, and the hotbar only displays material/item types whose count is greater than zero—never show empty zero-count slots. Mining requires holding BREAK/click while aiming at the center crosshair; show a yellow progress bar above the hotbar and use material-specific break times (approximately grass 280ms, dirt 320ms, stone 580ms, sand 220ms, log 450ms, leaves 150ms, planks 300ms). If the target changes or the press ends, cancel progress. On completion remove the targeted block, rebuild its instanced chunk mesh, add one item to inventory, and play a wood-impact sound. Creative mode breaks targeted blocks immediately, displays the available block/item definitions with infinity counts, and supplies large stacks (64) of materials and basic tools. Place a selected block on the adjacent face of the aimed block, only if the destination is empty; in survival consume one item and reject non-placeable tools. Support dirt, stone, grass, logs, leaves, planks, sand and water placement according to the original block logic, with survival inventory updates and selectable hotbar slots.

Include a compact 2x2-style CRAFTING panel that opens from CRAFT and lists clickable basic recipes, disabling recipes whose inputs are unavailable: one log -> four planks; two planks -> four sticks; wooden pickaxe (3 planks + 2 sticks); wooden shovel (1 plank + 2 sticks); wooden axe (3 planks + 2 sticks); wooden sword (2 planks + 1 stick); stone pickaxe (3 stone + 2 sticks); stone shovel (1 stone + 2 sticks); stone axe (3 stone + 2 sticks); stone sword (2 stone + 1 stick); and crafting table (4 planks). Include a close button and refresh the hotbar/inventory after crafting.

Also preserve the source’s additional simple combat slice rather than presenting this as mining-only: load two Quaternius soldier character models as six red/blue-team combat bots placed around the starting area, with idle/shoot animations, health 100, movement toward the nearest enemy, limited-range inaccurate shooting, and team targeting. The player has 100 health, takes damage from bot shots, and is reset to 100 if depleted. Provide three small floating gun pickups at fixed nearby locations, labeled internally Burst Blaster, Pulse Rifle, and Heavy Blaster; collecting one removes it, increments the gun count/inventory, and updates the info banner. Load a blaster model into the first-person camera. FIRE/keyboard F shoots a center-screen ray: each hit does 34 damage to a bot and removes it after three hits, while incrementing shots and eliminations and briefly highlighting the crosshair. Keep combat targets and pickups as simple additions to the voxel landscape, not a separate menu or level.

Use instanced cube meshes per block type for performance, procedural canvas pixel textures with distinct noisy details for grass, dirt, stone, sand, log rings, leaves, planks, and water waves, and a transparent/semi-transparent blue water material on capable devices. Include simple grass footsteps and block-break audio where available. Do not add unshown features such as enemies beyond the described soldier bots, health HUD bars, quests, multiplayer, or a gold system. The overall experience should feel like a lightweight mobile-ready Minecraft/Eaglercraft creative-survival prototype, with digging deep as the central interaction and the full world visible from a low-poly first-person camera.

More free browser games

Browse the whole Arcade →