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Blockbound

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
0
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How to play

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

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.

Make your own game

Blockbound was built by STEVEN MOLYNEAUX 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 Blockbound 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 Blockbound

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 first-person 3D voxel sandbox game titled “Blockbound.” Render a small block world with Three.js-style perspective: a 75-degree FPS camera, centered crosshair, sky-blue background with light atmospheric fog, soft hemisphere fill and a warm directional sun casting shadows. Use crisp, flat-shaded cube meshes with no textures. The terrain is a compact roughly 15-by-15 grid (x and z from -7 to 7), with height varying gently from about 0 to 2 using smooth sine/cosine variation. Each terrain column is made from cubes: green grass on top, brown dirt immediately below, and gray stone deeper down. Add simple block-built landmarks: a tall wooden pillar/tower at one side, a second wooden structure consisting of two adjacent upright columns with a raised rectangular overhead section, and a few small raised terrain steps. Keep the world open and sparse, matching the bright blue-sky screenshot and large green platforms with visible cube sides and shadows.

The player is an invisible first-person avatar initially positioned above/near the edge of the generated terrain, with physics-based FPS movement: WASD to move, mouse look after entering the world, Space to jump, gravity, and collision against the voxel blocks. Start with an overlay launch screen containing the title, the text “A tiny original voxel sandbox — explore, mine, and build your own little world.”, and an “Enter the world” button; clicking it starts the game and requests pointer lock. Before starting, world interaction is disabled.

Implement voxel editing aimed at the center crosshair. Left click mines the first block hit by a ray from the camera, only when within 7 units; do not allow mining blocks at y <= 0. Removing a block increments a persistent “Blocks mined” counter. Right click places the currently selected block against the face of the first targeted block within 7 units, using the face normal to choose the adjacent grid cell. Also support E as a place shortcut. Prevent placement outside y 0–10 or x/z beyond ±14, and prevent placing a block inside the player. Blocks can be placed without an inventory limit. The four selectable block types are: 1 Grass (green with a lighter green top appearance), 2 Dirt (brown), 3 Stone (gray slate), and 4 Wood (tan brown). Number keys 1–4 change the selected type.

HUD should be fixed over the 3D view: a dark translucent rounded pill centered at the top with “BLOCKBOUND” in pale yellow and the hint “WASD move · Space jump · click mine · right-click place · 1–4 blocks”; a small white plus crosshair at the exact screen center; a dark rounded status badge bottom-left reading “Blocks mined: 0 · Selected: Grass” and updating the count and selected material; and a centered bottom hotbar with four rounded slots, each showing a colored swatch and number 1, 2, 3, or 4. Highlight the active slot with a yellow border/glow. Preserve the uncluttered, colorful low-poly voxel aesthetic, with the terrain occupying the lower view, blue sky above, strong soft shadows, and no enemies, collectibles, score, health, timer, or win condition.

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