Arcade › Fern Isle
Explore Fern Isle and choose a house to make your own, from simple cottages to boat houses by the water. Walk the island, compare the models, and settle into your favorite spot.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fern Isle yet. Play it, then tell Oleg Sidorkin what you would add next.
Fern Isle was built by Oleg Sidorkin 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 Fern Isle 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-playable third-person 3D exploration game titled “Fern Isle.” The player freely walks around a small circular low-poly forest island surrounded by bright blue water. Use an orthographic-like, clean low-poly aesthetic with faceted geometry, simple saturated materials, soft shadows, warm sunlight, blue sky-colored background, and light blue atmospheric fog. The island should have a raised sandy outer rim and a green grassy top, with a broad tan curved path crossing the island. Populate it densely but naturally with many stylized faceted trees (a mix of green cone-shaped trees and broader polygonal trees with brown trunks), scattered small rocks, and numerous clumps of tall grass. Add a few floating pale-green leaf particles above the island that gently bob and slowly spin. Place a finished small wooden cabin in a clearing on the island, assembled from modular fantasy-town-style pieces: four wooden corner sections, straight wood walls, a front door, shuttered windows, a gabled roof, and a chimney. Surround its front with a snapped U-shaped wooden fence that includes a central gate. The cabin is an explorable visual landmark and should block the player with a simple collision radius, as should trees and rocks; leave a clear area around the cabin and the player spawn. Build a long narrow wooden pier extending from the island out over the water toward the positive-Z shore direction, made from repeated brown planks with darker longitudinal supports. At its far end, place one small moored rowboat fully in the water; animate it with subtle vertical bobbing and gentle rocking/tilting. The player avatar is a very simple low-poly character: a cream-colored capsule-like body, a dark green rectangular backpack on its back, and a small yellow directional marker/arrow above or in front of it. Start the player near the island’s center/southern approach at approximately (0, 2.2), and keep the player constrained to the circular island or the narrow pier, preventing walking into the surrounding water. Movement is camera-relative: WASD or arrow keys on desktop, and a circular virtual joystick at the lower-left on touch devices. Up should move into the camera view direction, down backward, and left/right across the screen. Rotate the avatar to face its actual movement direction. Add collision/slide-like blocking around the cabin, trees, and rocks. Use a stable default follow camera positioned behind and above the avatar, smoothly tracking it without spinning around based on avatar turns. Include a “Camera” button at the lower-right that cycles through three views: follow view, high overhead view directly above the player, and a fixed shore view looking back across the pier/island from near the water. Smoothly interpolate camera movement and always look toward the player except for the fixed shore composition. Render the water with slight transparency and subtle whole-surface vertical/rotational motion; animate the boat and floating leaves continuously. Add a minimal translucent dark-green HUD overlay. At top-left show “Fern Isle” and the hint “Explore the forest island”; on wider desktop layouts append “ — WASD / arrows to walk.” At top-right show “Trees: [count]” and “Position: [x, z]”, updating live as the player moves. At bottom-left show a translucent circular joystick with a pale central thumb, and at bottom-right show a pale button labeled “Camera.” Make the HUD readable but unobtrusive, with soft shadows, light borders, and blurred translucent panels. Do not add combat, enemies, quests, collectibles, inventory, health, lives, or house-selection menus: the implemented experience is a peaceful walk around this single forest island, cabin, pier, and boat.