Skip to content

Arcade › ETERNAL REALMS

ETERNAL REALMS

  • 3d
  • first-person
  • exploration
  • fantasy
  • low-poly
  • resource-gathering
  • quest
  • crafting
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about ETERNAL REALMS yet. Play it, then tell Kabya Timalsina what you would add next.

Make your own game

ETERNAL REALMS was built by Kabya Timalsina 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 ETERNAL REALMS 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 ETERNAL REALMS

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 3D exploration and light resource-gathering game titled “ETERNAL REALMS,” subtitled “THE SHATTERED VALE AWAITS.” Use Three.js or an equivalent real-time 3D engine, with a low-poly voxel-like fantasy art style, simple primitive geometry, soft shadows, atmospheric fog, and a cinematic blue-green valley under changing daylight. The game should open on a full-screen title menu over a fixed cinematic camera view of the valley. The background scene has a dark starry/near-black upper sky, distant faceted gray-blue mountains, a broad green valley, a blue river, forests, ruins/castle structures, and a floating island with a glowing cyan obelisk. Center the large cream/gold serif title “ETERNAL REALMS,” with the small spaced eyebrow “A NEW AGE BEGINS” above it and “THE SHATTERED VALE AWAITS” below. Provide six dark translucent, gold-bordered menu buttons: PLAY, CONTINUE, NEW WORLD, CHARACTER, SETTINGS, and CREDITS. Character/settings/credits can present brief toast messages; PLAY starts the game, CONTINUE starts with a “Journey resumed” message, and NEW WORLD resets the initial inventory and level state before starting. Show the controls hint at the bottom: “WASD move · mouse look · Shift sprint · Space jump · Click mine / interact · E interact.”

After starting, switch to an FPS camera and hide the menu. The player is a simple voxel-like hero model used as the player target/shadow identity but hidden in first-person: teal shirt/body, dark blue pants, brown skin and hair. Support WASD movement, mouse look, Shift sprint, Space jump, gravity, and a walk/sprint stamina system. The world is a broad flat green valley floor surrounded by fog. Build the terrain from simple optimized primitives: a huge grass-colored ground slab, around sixteen randomly varied faceted stone mountain cones in the distance, a narrow transparent blue “Silver Run” river crossing the valley, and a round blue “Moonlake.” Scatter roughly eleven small forest clusters made from brown cylinders and green low-poly cone crowns.

Include these visible landmarks and interactable locations: a primitive stone castle/ruin called Dawnwatch Castle in the back-left area, made from four cylindrical towers, a central square keep, and a gold conical roof; a floating rocky island high in the sky called Floating Sanctum with a cyan emissive faceted obelisk; a mine prop near (-15, 0, 8), an ancient grove/pine-tree prop, and an ore outcrop. Place NPC-like block figures made from a rectangular colored body and a skin-colored cube head: Elder Mira in purple near the starting area, Merchant Roan in teal nearby, and a much larger Stone Warden boss in dark muted red/brown farther away. The Stone Warden has 180 HP, damages the player continuously when within about five world units, and can be attacked by clicking/interacting while looking at it; each attack subtracts 20 HP. On reaching zero HP, hide the boss, award 250 XP, and show “Stone Warden defeated!”

Scatter five low-poly resource nodes: three cyan emissive crystal nodes and two gold nodes. Each resource requires three click/E interactions while aimed at it; visibly shrink the node a little on each hit, then hide it when depleted. A depleted crystal or gold node awards one item of its type and 25 XP, with a toast such as “Crystal collected” or “Gold collected.” Place the resources around the mine/valley rather than in a menu-only simulation. Looking at any nearby interactable should show a bottom-center prompt reading “CLICK / E interact”; clicking the canvas or pressing E performs the interaction. If nothing is within reach, show “Nothing within reach.”

Implement the quest flow exactly: initially the upper-right Active Quest panel says “Gather 3 crystal shards from the valley mine.” Interacting with Elder Mira starts the quest and displays “Elder Mira: Find crystal shards in the mine.” After the quest has started, returning to Elder Mira with at least three Crystal in inventory consumes three crystals, sets the quest complete, awards 120 XP, and displays “Quest complete — the vale remembers you.” Without enough crystals, show “Elder Mira: Bring me three crystal shards.” Interacting with Merchant Roan displays “Merchant Roan: Craft an elixir from crystal and herbs.” Other nearby scenery should produce a quiet-landmark toast.

Start the player with health 100, stamina 100, level 1, XP 0, and inventory Wood 3, Stone 2, Crystal 0, Gold 0, Herb 1. Add leveling: XP fills toward 100 per level, and when the threshold is reached increase the level and show “Level up — new strength awakens.” Add two craftable items in a modal crafting panel opened via the C key or the HUD C CRAFT button: Wooden Campfire costs 3 Wood and 2 Stone and increments a craft count, while Crystal Elixir costs 2 Crystal and 1 Herb, restores health to 100, and displays “Crystal Elixir restores health.” If materials are missing, show “Not enough materials.” Add an inventory modal opened via I or the I INVENTORY HUD button, listing Wood, Stone, Crystal, Gold, and Herb quantities.

The in-game HUD should be dark navy translucent panels with thin warm-gold borders and a clean system font. Put a centered top compass panel reading “N · E · S · W.” Put the Active Quest panel in the upper right. Put a lower-left stats panel showing level, a Day/Dawn/Night time label, HEALTH 100/100 with a red bar, STAMINA 100/100 with a teal bar, and XP 0/100 with a gold bar. Put a centered bottom hotbar with five numbered slots labeled Pickaxe, Wood, Stone, Crystal, and Herb. Put lower-right buttons for “I INVENTORY” and “C CRAFT.” Use gold/cream text, restrained shadows, blur/translucency, and responsive layout for smaller screens.

Run a gradual day/night cycle by moving the directional sun and changing fog color and lighting: bright blue-gray daylight, dawn, and dark blue night. Display Day when the sun is high, Dawn when it is rising, and Night when it is below the horizon. Add a keyboard R toggle between clear and rain; in rain mode animate a field of approximately 240 translucent blue-white particles falling over the valley and show “Rain begins to fall,” while toggling back shows “The clouds break.” Use a warm directional sun, cool moon light, hemisphere fill light, ACES-style tone mapping, fog, and cast/receive shadows. Include quiet ambient background music at low volume after user interaction. Preserve the fantasy presentation: no firearms, no modern structures, no realistic high-detail characters; the intended look is a sparse low-poly fantasy realm with dramatic cinematic lighting, gold-accented UI, and exploratory first-person movement.

More free browser games

Browse the whole Arcade →