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Hearthvale

  • 3d
  • village-builder
  • cozy
  • sandbox
  • low-poly
  • resource-management
  • mobile
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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. Shoon Pa Aung built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hearthvale yet. Play it, then tell Shoon Pa Aung what you would add next.

Make your own game

Hearthvale was built by Shoon Pa Aung 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 Hearthvale 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 Hearthvale

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.

Rebuild a cozy low-poly 3D village-development sandbox called “Hearthvale” in Three.js, playable directly in a browser with no build step. Use an overhead, slightly angled perspective camera looking across a square tile-based village, with smooth camera panning and zooming. The scene should have a soft sky-blue background with light fog, warm directional sunlight, soft shadows, and a broad green grass plain. Create an 11x11 grid of square tiles, each about 2 world units wide: green grass tiles with subtle dark edges and tan road tiles running along the central row and central column. Keep the roads open; buildings may only be placed on unoccupied green tiles. Include a stone-and-blue-water fountain at the town center. Scatter low-poly fantasy-town evergreen trees around the outside of the village, plus a wooden market cart and decorative fence sections along the sides. Match the cheerful, chunky, colorful Kenney/low-poly aesthetic shown in the reference: green terrain, tan paths, stylized trees, wooden structures, blocky animated villagers, warm lighting, and clear shadows.

At startup create a tiny village with a house on grid coordinate (0,0), a farm on (2,0), the central fountain, and two wandering villagers. Villagers should be blocky low-poly characters, animated with a walking or idle animation when the asset is available, and move continuously between random points around the village. Give each villager a slightly different speed and make them rotate toward their movement direction. Use a capacity system: initial population capacity is 3, and the free starting house raises it by 1, so the initial two villagers fit within 4 capacity. The game state begins with 20 food, 30 wood, and 35 gold; show population, food, wood, and gold in the HUD. Also display herbs, ore, and weapons counters initialized to zero, even though the implemented economy does not currently increase those three values. Display the village level, initially level 1.

The core loop is: villagers wander and generate basic resources over time; the player spends resources to summon more villagers and place structures; more villagers and buildings increase the village level. Every roughly 2.2 seconds, grant food equal to max(1, farms*2 + floor(villagers/3)), wood equal to max(1, floor(villagers/2)), and gold equal to markets*2 + floor(villagers/4). Set level to max(1, floor((number of villagers + number of buildings*1.5)/4)+1). A villager costs 5 food and can only be summoned if current food is at least 5 and population is below capacity. A house costs 12 wood and increases capacity by 2 when player-built (the free starting house increases capacity by 1). A farm costs 8 wood and contributes to food income. A market costs 15 wood plus 10 gold and immediately grants 4 gold when player-built; it contributes to gold income. Include the other available placeable structures exactly as follows: fishery costs 14 gold, herbs hut costs 12 gold, mine costs 18 gold, and forge costs 25 gold. These structures have job labels/visuals but do not need to add extra resource income beyond the implemented farm and market rules.

Represent buildings with stylized low-poly assets where available: fantasy house, market, mine, trees, cart, fences, and a blocky farmer/villager model. Build the farm procedurally as a brown square soil plot with four parallel golden crop rows. Build a fishery as a small fishing-boat-like or simple low-poly fishing structure, an herbs hut/garden with green plant forms, and a forge with an anvil/workbench-like form. Place each new building on one tile and mark that tile occupied. Reject placement outside the 11x11 border, on roads, or on occupied tiles. When a building button is selected, show a semi-transparent square placement ghost under the pointer: green when placement and resources are valid, red when invalid. Tapping/clicking a valid green tile purchases and places the selected building, then cancels selection; tapping an invalid tile should show a short message explaining the reason. Include brief toast notifications for startup, selection/cost instructions, insufficient resources, capacity limits, and invalid tile placement.

Use a responsive mobile-friendly HUD layered over the canvas. Put rounded translucent dark green/brown pill counters across the top, with the Hearthvale title and icons for population, food, wood, gold, herbs, ore, weapons, and village level. Put large rounded brown gradient action buttons at the bottom: “Summon villager” (5 food), “Build house” (12 wood), “Farm” (8 wood), “Fishery” (14 gold), “Herbs hut” (12 gold), “Mine” (18 gold), “Forge” (25 gold), and “Market” (15 wood + 10 gold). The buttons should have chunky shadows, cream bold text, and a green active state for the currently selected building. Include a dark translucent instructional panel stating that the player can drag the land to pan, buy job buildings, and villagers wander/auto-take jobs; ensure the HUD wrapper does not block canvas input except for the buttons.

Controls: drag the land/canvas to pan the camera smoothly, constrained to a modest village-area range; use the mouse wheel to zoom between a closer and farther overhead view; click/tap a building button and then click/tap a green tile to place it. “Summon villager” immediately adds one if affordable. Support keyboard shortcuts: 1 summons a villager, 2 selects house, 3 selects farm, 4 selects fishery, 5 selects herbs hut, 6 selects mine, 7 selects forge, 8 selects market, and Escape cancels building selection. Add a soft interface click sound when summoning or successfully placing a building. Keep the overall experience calm, readable, colorful, and cozy, with no combat or win condition—this is an open-ended village growth sandbox.

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