Arcade › Frontier Wilds
dev stage
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kyle Davis built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontier Wilds yet. Play it, then tell Kyle Davis what you would add next.
Frontier Wilds was built by Kyle Davis 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 Frontier Wilds 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.
Recreate a playable third-person low-poly wilderness survival sandbox titled "Frontier Wilds". Use a colorful stylized Three.js-like 3D presentation: broad bright green meadow, simple faceted/conical evergreen trees with dark trunks, scattered rounded berry bushes and gray rocks, a blue lake, soft shadows, blue sky, atmospheric fog, and imported/fallback blocky human, deer, horse, and wolf models. The player is a blue-clothed adventurer viewed from behind in the default third-person camera, with an optional first-person camera toggle. Keep the camera locked to the player while mouse/touch dragging looks left/right and up/down; Q/R rotate, and support keyboard plus mobile controls. Core loop: explore a streamed deterministic, effectively infinite wilderness, gather resources, craft tools, hunt wildlife, survive hunger and hostile wolves, build a home and useful structures, and earn coins. Stream deterministic terrain/resource chunks around the player as they walk; harvested natural resources remain removed for the current running world. Include trees for wood/seeds, berry bushes for food/seeds (and bait when using trimmers), rocks for stone, mine entrances, and visible coal, copper, iron, gold, and glowing crystal ore veins. Resource nodes visibly shrink/scale as they are worked, then disappear and leave collectible drops. Use the displayed resource interaction messages and floating/drop behavior: collect nearby drops to add them to inventory. Player survival state must include health, hunger, and stamina, initially full, with metabolism tied to real Eastern Time (America/New_York) at a 1:1 rate. Show a day/night cycle and standard 12-hour Eastern clock. Walking, sprinting, cold nighttime conditions, and mounting affect hunger/stamina consumption; starvation damages health. If health reaches zero, show a game-over state that can be reset. The HUD should resemble the screenshot: dark translucent rounded panels at the top-left and top-right with day/time, health heart, hunger/food, stamina/lightning, movement mode/tool status, and counters for wood, stone, meat, hides, coins, kills, and buildings. Show a centered contextual attack/action hint and a dark translucent bottom message/toast area for events such as "Wolf bite! Fight it or run to your hut." On mobile, show a large translucent circular joystick at lower left and large translucent action buttons at lower right: green interact/E, red crossed-sword attack/F, and yellow Build. Controls and interaction: W/S move forward/back, A/D strafe (also support arrow keys), Shift sprints, mouse or drag looks around, Q/R turn, C toggles first-/third-person, E or the green on-screen E button interacts, F or the crossed-sword button attacks, Space or Build opens/uses the build menu, I toggles a centered categorized square-slot inventory, and T opens public chat. When a menu is active, Up/Down selects, Enter activates, and Backspace closes/goes back. Make the interface usable on touch as well as keyboard/mouse. Crafting and combat: begin with basic wood/stone supplies but no axe or pickaxe. Craft an axe from 2 wood + 2 stone and a pickaxe from 2 wood + 3 stone; also support craftable trimmers, hoe, water bucket, and fishing rod. Without the proper tool, gathering is slower or mining is unavailable. Axe chopping gives extra wood and attacks more effectively; pickaxe mining yields additional stone/ore. Attacking is a short-range punch by default or axe swing when equipped, with cooldown and visible character attack animations/tool model when assets load. Hunt deer for meat and hides. Wolves are hostile, chase the player when close, spawn more often at night, and bite at close range; killing wolves grants meat, hides, kills, and 2 bounty coins. Deer flee when approached. Horses wander, can be mounted/dismounted near them, make travel faster, and reduce stamina drain; while mounted the horse follows/carries the player. Building: Space/Build opens a menu with the starter home and seed planting options plus the implemented craft/build options. Show a green translucent placement preview and red preview when obstructed/too close/out of bounds, automatically finding a nearby non-clipping position where appropriate. The starter home is an empty but visible solid wooden shell with floor, walls, roof, open doorway, blue windows, and collision; it can be placed once and moved only once per Eastern calendar month. After building it, interaction or /HouseMenu opens the house menu. The house menu displays installed status for bed, fireplace, stove, up to five dressers, dining set, rug, and menu locations for storage/closet/crafting, and lets the player craft with materials or buy with coins. Implement furniture: bed (4 wood + 2 hides or 35 coins) restoring health/stamina; fireplace (8 stone + 2 wood or 45 coins); iron stove (5 iron + 4 stone or 70 coins); each dresser (5 wood or 25 coins) adds 100 storage slots, up to five; dining set (8 wood or 45 coins); rug (3 hides or 30 coins). Furniture and house walls have solid collision. Include buildable campfires, iron stoves, storage, beds, stalls/business, farm land, wells, fishing docks, chicken coops, cow fields, horse stable, and other implemented functional structures as menu items where available. Campfire/stove interaction cooks meat, fish, or crops, restoring hunger and sometimes health. Wells provide water, beds restore health/stamina, and the other structures provide their implemented timed/interaction outputs. Seeds and farming: gathering natural resources has seed drops, with raw resources using the implemented chance to double seed drops. Plant seeds from the Build menu anywhere valid; the planted patch visibly has soil and a sprout, takes 12 real hours to grow, and disappears permanently when harvested for crops. Also support the implemented farm land flow: hoe/water requirements, a 30-minute growth timer, harvestable crops, and seed recovery. Food/inventory should include wood, stone, coal, copper, iron, gold, crystal, seeds, crops, bait, fish, eggs, milk, water, meat, and hides. The inventory is a centered categorized square-themed panel showing only owned item/tool slots, used slots, storage capacity, icons/labels, and right-click item menus for contextual actions such as use/drop where implemented. Economy/business: coins come from admin tools, selling resources/food/gems through the House Menu, wolf bounty, and the business. House selling should include materials (10 wood + 5 stone = 12 coins), food categories (fish/meat/crops/milk/eggs with implemented values), and gems (gold/crystal with implemented values). A business stall accumulates coin income on a slower real-time sale timer; walking up and interacting collects stored coins. Use one shared coin wallet for purchases and income. Add public chat/command UI with a visible chat panel, input, Exit button, and command suggestions when typing '/'. Implement the local commands /AdminMenu, /HouseMenu, /Additem, and /help. AdminMenu should provide the implemented local controls: heal/refill stats, give resources, unlock tools, give 100 coins, force daylight/night, return to real Eastern time, place/move home, remove wolves, and spawn a nearby horse. /Additem should open the implemented item database for adding quantities of resources/food/gems/coins or unlocking/removing tools. Do not add quests, leveling, bows, armor, boss hunts, or other listed future features. Include the imported/fallback stylized adventurer, deer, horse, wolf, rock, mine entrance, pickaxe, and axe appearance, plus simple wood-hit and UI-click sound effects. The overall feel should be a readable, inviting low-poly survival game with the HUD and mobile layout clearly visible over the world.