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Blockbound

  • 3d
  • voxel
  • sandbox
  • building
  • third-person
  • low-poly
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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. dangthiet2011 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 dangthiet2011 what you would add next.

Make your own game

Blockbound was built by dangthiet2011 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 browser-based 3D voxel sandbox game titled "Blockbound". Use a third-person perspective camera following a blocky humanoid avatar, with a bright sky-blue background and light atmospheric fog that makes the distant edges fade. The camera should orbit/follow behind the player at roughly 7 units away, looking toward the avatar and the world. Render with soft shadows, warm directional sunlight, and ambient sky/ground lighting.

Build a small square voxel island/world on a 21-by-21 grid spanning approximately x=-10..10 and z=-10..10. The base is a continuous one-block-high layer of green grass cubes. Add occasional raised brown dirt blocks on the second layer using a sparse, irregular pattern. Populate the island with several low-poly, blocky trees: brown cube trunks rising roughly three blocks above the ground and green cube foliage forming chunky canopies around the tops. Include trees distributed around the island, including examples toward the back-left, back-right, left side, and right side. The visual style is simple, colorful, low-poly Minecraft-like geometry: untextured cubic blocks with grass green, dirt brown, muted gray stone, and medium wood-brown materials.

The player is a small stylized block-character model with a visible head, torso, arms, and legs, standing on the voxel ground near the center/front of the island. Use a supplied or equivalent low-poly blocky character asset, with idle animation and walking/running animation when moving. The character can move using WASD or the arrow keys and jump with Space. Movement speed is about 4.5 and jump/gravity should feel quick and arcade-like (jump speed about 8, gravity about -22). Keep the player in a third-person view and allow the camera/control system to follow the player.

Implement direct block interaction with the mouse. Cast a ray from the camera through the cursor into the voxel blocks: left-click removes the first targeted block (mining it immediately), while right-click places a new brown dirt block on the adjacent face of the targeted block. Prevent the browser context menu on right-click. Blocks are actual individually addressable cubes and can be removed or added dynamically; there is no visible inventory count or resource limit. Include green grass, brown dirt, gray stone, and wood block materials even if the initial scene primarily displays grass, dirt, and wood.

Overlay a fixed HUD on top of the canvas. At the upper-left show the large bold, letter-spaced white title "BLOCKBOUND", and below it the exact instruction text: "WASD / arrows move · Space jump · click blocks to mine · right-click to place". Place a white '+' crosshair at the center of the screen. At the upper-right show a dark translucent green rounded message panel reading "Find the trees. Build your patch." At the bottom center show a three-slot hotbar with translucent pale/white bordered rounded slots, the first slot highlighted yellow, containing icons for a brown block, a green block, and a gray stone block respectively. The hotbar is a visual HUD element; retain the simple three-slot appearance and first-slot selection. Use white text with a subtle dark shadow for readability.

The final experience should feel like a compact peaceful block-building playground: explore the small grassy island, find the chunky trees, mine cubes by aiming and clicking, and place brown dirt cubes beside existing blocks. Do not add enemies, combat, score, health, timers, crafting, or additional game systems not described here.

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