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Hearthaven Equestrian

  • 3d
  • horse-care
  • simulation
  • mobile
  • 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. Sarah Rickermeier built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hearthaven Equestrian yet. Play it, then tell Sarah Rickermeier what you would add next.

Make your own game

Hearthaven Equestrian was built by Sarah Rickermeier 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 Hearthaven Equestrian 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 Hearthaven Equestrian

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 mobile-friendly third-person 3D horse-care game titled “Hearthaven Equestrian,” with a calm low-poly pasture aesthetic. Use a full-screen WebGL scene with a muted sage/teal sky background and light atmospheric fog, a large flat green meadow, a small translucent blue pond toward the back-left, scattered chunky low-poly trees around the perimeter, and a rectangular simple dark wooden fence enclosing the riding area. Use soft warm directional sunlight, ambient hemisphere lighting, visible long cast shadows, and an over-the-shoulder/follow camera in a perspective view. The camera should follow the on-foot player character from behind at roughly 7 units away and 3 units high, smoothly interpolate, and allow right-side mouse/touch dragging to orbit horizontally and tilt vertically.

Place a dark brown/black low-poly animated horse named Aster in the meadow, with a white horse named Luna nearby as the second parent. Aster is a curious Andalusian mix; the visible horse should have a blocky stylized animal model, idle animation, cast shadow, and be positioned in front of the player-facing camera in the pasture. Add a simple low-poly human rider/player character wearing a reddish-brown top, dark blue pants, and brown hair. The player currently moves on foot rather than riding: WASD or arrow keys move, Shift makes the character run/gallop speed, and Space jumps. On mobile, provide a left virtual joystick for movement and let dragging on the right side of the screen rotate the camera. Movement changes the player animation among Idle, Walk, Run, and Jump; show current gait in the internal game state as Halt, Schritt / Trab, or Galopp. Running drains stamina gradually, while walking/standing restores it.

Build a German-language HUD over the game. At the top-left, use a large dark translucent rounded panel with blur/shadow and the title “Hearthaven Equestrian,” subtitle “Aster · neugieriger Andalusier-Mix,” and a two-column grid of rounded stat cards. Show “Vertrauen 52” with a green progress bar initially at 52%, “Kondition 100” with a full green progress bar, “Genetik Rappe · mutig,” “Fohlen 0,” and “Alter —.” Beneath the cards display a changing status message, initially “Weide wird vorbereitet…” and then a readiness message such as “Aster und Luna sind bereit. Du steuerst jetzt den Reiter zu Fuß. Aufsteigen kommt später.” Keep the panel readable and responsive, with the title larger on desktop and compact on small screens.

At the bottom, add five dark green rounded action buttons with white bold labels and emoji/icons: “🐴 Zucht prüfen,” “⏩ Wachstum,” “🪮 Putzen,” “🌾 Füttern,” and “📣 Rufen.” On desktop they sit along the lower-left in a wrapping row; on phones they span the lower area in flexible equal-width buttons. Add a translucent circular joystick above the buttons on the lower-left, with a pale draggable center knob. On desktop, show a lower-right hint: “PC: WASD / Pfeile · Shift galoppieren · Space springen” followed by “Handy: links bewegen, rechts Kamera drehen”; hide this hint on narrow mobile screens.

Implement the buttons as the core horse-care and breeding loop. “Putzen” increases Aster’s trust by 3 up to a maximum of 100 and reports “Aster entspannt beim Putzen. Vertrauen +3.” “Füttern” increases stamina/condition by 8 up to 100 and reports “Aster frisst und gewinnt Kondition.” “Rufen” increases trust by 2 up to 100 and reports “Aster kommt auf deinen Ruf.” “Zucht prüfen” should work only when both Aster and Luna exist in the pasture; otherwise report “Beide Eltern müssen auf der Weide sein. Züchte zuerst Aster und Luna.” When available, create a small foal by cloning the horse model, place it beside Aster, add an idle animation and shadow, increment the foal counter, increase trust by 5, and randomly choose one of four coat labels (Rappe, Brauner, Fuchs, Schimmel) and one of five traits (ruhig, neugierig, mutig, sensibel, temperamentvoll). Recolor the foal to the selected coat and show a message such as “Ein [color]-Fohlen wurde geboren: [trait]. Nutze „Wachstum“, um seine Entwicklung zu erleben.” Update the genetics card to the selected color and trait, set age to 0 Tage plus its color, and display the new foal count. “Wachstum” should do nothing useful when no foal exists and report “Noch kein Fohlen vorhanden. Züchte zuerst Aster und Luna.” Otherwise advance the foal by 30 days, visibly scale it up toward adult size, update the age display, and report either “Die Fohlen wachsen zu kräftigen Jungpferden heran.” or, at later age, “Dein Fohlen ist jetzt fast erwachsen — sein Charakter wird sichtbar.”

Keep the overall experience peaceful and simple: no combat, enemies, collectibles, racing, or invented quest system. The primary visual goal is a quiet fenced meadow with the horse centered in the foreground, the rider/player controllable in third person, and a polished dark-green German care HUD with trust, condition, genetics, foal count, and age.

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