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Arcade › Gravewind Vale
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bret Murray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gravewind Vale yet. Play it, then tell Bret Murray what you would add next.
Gravewind Vale was built by Bret Murray 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 Gravewind Vale 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 third-person exploration game titled “Gravewind Vale.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following the player from roughly 6 units behind, adjustable by dragging to look and scrolling to zoom. The game is an open, connected wilderness village scene with no combat, inventory, quests, enemies, score, or win condition: the core activity is simply wandering around the environment and jumping. Set the visual tone as dark fantasy at dawn/night: a very dark blue-black sky and background, exponential mist/fog, muted earthy materials, warm low sunlight, cool blue fill light, and strong soft shadows. The ground is a large flat grassy wilderness plane (about 180 by 180 units), colored deep desaturated green. Add a long north-south stream on the right side of the starting area, approximately 10 units wide, with translucent dark blue water. Place a simple wooden bridge across it near the village, with a broad rectangular deck. Build the village around a broad brown dirt road running through the central area. Include four simple low-poly huts: each has a chunky dark brown rectangular timber body, a dark nearly black pitched/pyramidal roof, and a very dark open-looking rectangular front door. Name/arrange them as a larger tavern toward the left/back of the road, a smaller shop to the right/back, and two additional houses farther away. Add several thin wooden village posts along the roadside. In the right/back distance, create a circular ruin made from seven separate gray stone wall blocks arranged in a ring. Surround the vale with distant low-poly mountain silhouettes: a row of faceted dark blue-gray cone-like peaks along the far rear horizon. Scatter stylized low-poly trees, rocks, and wildlife through the wilderness. Trees should be simple game-like conifer/low-poly nature assets in groups around the perimeter and beyond the village; place several large gray rocks. Include three wandering deer in the back wilderness that move slowly and continuously with small sinusoidal drifting motion, rather than attacking the player. The player avatar is a stylized Grim Reaper assembled from simple primitives and viewed from behind in third person. Start the player near the center of the road at approximately world position (0, 0, -2). Give the avatar a dark charcoal cone-like cloak, a dark cloth/armor torso, a rounded black hood, a small pale bone-colored face/skull visible under the hood, and two tiny glowing cyan eyes. Add dark arms and a clearly visible scythe at the avatar’s right side: a thin brown handle and a pale bone-colored curved blade. The avatar is decorative only; do not add attack mechanics or combat. Implement movement with WASD and arrow keys, using a walking speed around 5.5, gravity around -22, and jumping with Space at about jump speed 8. Allow the player to collide with/stand on the ground and bridge as appropriate. Support touch/mobile controls with four circular directional buttons (left, up/forward, down/back, right) at the lower right on coarse-pointer devices. The on-screen instructions should explicitly read: “WASD / arrows to wander · Space to jump · drag to look · scroll to zoom”. Add a real-time 120-second day/night cycle. Animate the directional sun around the scene, varying its height, intensity, and warm light; vary the hemisphere light and a faint cool moon point light. Blend the sky/background and fog from brighter muted dawn/day blue-gray to dark moonlit blue-black. Change the fog density so night is mistier. Every 34 seconds, make one of three weather states active based on the cycle: clear skies, moonlit mist, or rain over the vale. During rain, show roughly 700 small pale blue-gray rain particles falling across the scene; otherwise make them invisible. Update the upper-right weather label to exactly one of “Clear skies”, “Moonlit mist”, “Dawn mist”, or “Rain over the vale” as appropriate, with uppercase styling. Use a minimal fixed HUD over the world: upper-left small spaced uppercase serif title “GRAVEWIND VALE” in warm parchment gold; upper-right small spaced uppercase cool pale-blue weather text; lower-left translucent nearly black rectangular hint panel with a thin muted gold border and the controls text above. On touch devices move the hint upward to make room for the circular controls. Keep the overall interface restrained, cinematic, and unobtrusive. Use antialiasing, soft shadows, ambient/hemisphere lighting, warm directional sunlight, cool fill lighting, tone mapping, and fog to reproduce the subdued low-poly dark-fantasy presentation.