Arcade › GODWORLD
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ariya 4Game built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about GODWORLD yet. Play it, then tell Ariya 4Game what you would add next.
GODWORLD was built by Ariya 4Game 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 GODWORLD 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-based 3D god-game sandbox titled “GODWORLD: Divine Sandbox.” Use Three.js or an equivalent real-time 3D engine with a full-screen canvas and a dark navy background. Present a large procedural island/world viewed from an elevated perspective camera: the camera looks down at a broad square terrain roughly 160 by 100 tiles, with drag-to-pan and mouse-wheel zoom. The terrain should be a flat-shaded, vertex-colored tile-like landscape containing deep blue/blue water, green grass, darker green forest, tan sand, and raised gray mountains. Add soft fog in the distance, a cool hemisphere light and warm directional sunlight, with shadows enabled. Scatter many low-poly trees and rocks over land, and populate the world with small moving animals (deer and boars represented as simple brown low-poly forms). On a newly generated world, procedurally assign terrain types using noise-like sine patterns plus random sand patches. Spawn trees, rocks, food patches, two initial kingdoms (such as Aetheria and Thalor), roughly 42 humans per kingdom around random land centers, one village per kingdom, and about 110 wandering animals. Humans are small simple 3D figures made from a colored cylinder body and sphere head; their kingdom determines body color. Farmers, hunters, builders, warriors, and kings have different behavior, and warriors/kings can have a small sword. Humans wander and move over land, seek food when hungry, farm/build/hunt/wander based on role, reproduce near villages, age, consume food, starve and die if their health reaches zero. Kingdoms collect food, wood, stone, and gold, build additional villages as population and resources grow, select an older living king, and can automatically declare war when nearby. Warriors and kings fight enemy kingdom humans during wars with close-range attacks. Villages track nearby population, food, and level up from village to town to city at population thresholds. Display brief toast notifications for events such as new villages, town/city upgrades, war declarations, new humans, saving, and new worlds. Use small colored particle bursts for divine impacts, combat, healing, food, fire, lightning, meteor, volcano, and death effects. Overlay the game with a translucent dark glass-style HUD using rounded panels, thin light borders, white bold Arial-like text, and blue-gray buttons. At the top, show “🌍 GODWORLD” plus live counters for ☀️ Age, 👥 People, 🏰 Kingdoms, 🏠 Villages, and ⚔️ Wars. On the left, show a “⚡ Divine Powers” panel with a two-column grid of selectable buttons: 🌊 Water, 🟩 Land, 🌲 Forest, ⛰️ Mountain, 👨 Human, 🍎 Food, 🔥 Fire, ⚡ Lightning, ☄️ Meteor, 🌋 Volcano, 💚 Heal, and 💀 Erase. The active tool is visibly highlighted in gold. On the right, show an “👁️ Divine Vision” panel whose default text says “Click a creature, village or kingdom.” When hovering over a nearby human, replace it with that human’s role and kingdom, age, HP, and food values. Clicking the world applies the selected divine power to the clicked tile/location. Water changes a tile to water; Land changes it to grass; Forest changes it to forest; Mountain changes it to mountain. Human spawns a new farmer or warrior for the first kingdom if the population cap has not been reached. Food creates a replenishing food patch and a green particle burst. Fire creates a temporary fire effect. Lightning creates a blue particle burst and damages nearby humans. Meteor creates a red/orange impact, turns the tile into a mountain, and heavily damages humans in an area. Volcano creates a temporary volcano event, turns its tile into a mountain, and periodically emits orange bursts. Heal restores health and food for nearby humans and emits a green burst. Erase turns the tile to grass and removes nearby trees and food. Keep divine actions directly tied to the clicked world position. At the bottom center, place a rounded control panel with Pause/Resume, simulation speed buttons 1×, 2×, 5×, and 10×, plus 💾 Save, 📂 Load, and 🌎 New World buttons. Pausing stops simulation; speed changes alter simulation time. Save stores the world tiles, age, living people, and basic kingdom data in local browser storage; Load performs a basic regeneration and restores the saved age. New World regenerates terrain, entities, kingdoms, villages, and animals. Include the instruction line: “🖱️ Drag = move camera | Wheel = zoom | Click = divine power.” Support Space to pause/resume and R to generate a new world. The overall visual style should be clean, minimal, dark sci-fi UI over a colorful low-poly miniature world, with no conventional win condition: the goal is to observe, shape, help, or destroy the evolving civilization.