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Home Haven

  • 3d
  • interior-design
  • sandbox
  • cozy
  • touch-friendly
0
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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. Samantha White built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Home Haven yet. Play it, then tell Samantha White what you would add next.

Make your own game

Home Haven was built by Samantha White 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 Home Haven 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 Home Haven

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 3D interior-design sandbox called “Home Haven.” The game is a touch-friendly and desktop-friendly apartment furnishing editor, not an action game: the player arranges furniture in a small open-top apartment, changes the room’s visual style, and saves/loads designs.

Use an orthographic-like, elevated three-quarter presentation through a perspective camera looking down into the apartment. Start with a warm, softly lit isometric-style view: camera around (10.5, 12, 14), aimed at the center of the apartment, with orbit controls enabled. Allow the player to drag/orbit around the room, with damping, no camera panning, zoom limits, and a high but not fully top-down polar limit. The apartment is a rectangular 16 by 12 floor with a shallow foundation/base, low interior/exterior walls, and an open top so the floor plan and furniture remain visible. Use soft shadows, ambient hemisphere lighting, a warm directional sun, subtle fog, and a pastel low-poly/clean stylized 3D aesthetic with rounded, cozy UI panels overlaid on the scene.

Build the apartment shell as three visible floor zones: a kitchen at the rear-left, a large living area at the left/center, and a bedroom at the right/center. Use warm neutral flooring by default. Add perimeter walls on the back, left, and right edges, plus partial divider walls that separate the bedroom and kitchen while leaving walkable/open visual gaps. Include a kitchen counter and peninsula, pale wall trim/accent pieces, two blue-tinted windows on the back wall (one larger living-room window and one bedroom window), simple abstract wall art panels, and small white floor labels reading “Kitchen,” “Living,” and “Bedroom.” The default screenshot/view should communicate a cozy dollhouse apartment with beige walls and floor, blue windows, and distinct rooms.

On startup, seed a furnished starter layout using actual-looking low-poly furniture models or close procedural equivalents. The default layout includes: a pink/salmon rectangular rug in the living zone; a salmon couch and armchair around a wooden coffee/table area; a double bed with blue bedding in the bedroom; a cabinet; a refrigerator and sink in the kitchen; a second dining table with two chairs near the central/kitchen area; and a green potted plant by the bedroom/window side. Furniture should cast and receive soft shadows and sit on the floor. The catalog must support these placeable items with these labels and approximate footprints: Couch (3.0×1.7), Armchair (1.8×1.7), Bed (3.2×3.0), Table (2.0×2.0), Chair (0.9×0.9), Cabinet (2.1×1.1), Fridge (1.5×1.2), Sink (1.5×1.2), Plant (1.4×1.4), Rug (3.1×2.1), Coffee table (2.4×1.6), Floor lamp (1.0×1.0), Stool (0.8×0.8), Side cabinet (1.1×1.1), Single bed (1.7×3.0), and Bath tub (3.2×4.7). Give each palette item a small identifying colored dot. Furniture may be implemented with loaded GLB assets if available, but preserve the visible low-poly furniture appearance: couches, beds, tables, chairs, cabinets, kitchen appliances, plant, rug, lamp, stool, and tub.

The main mechanic is direct placement and manipulation. In the HUD, show the title “Home Haven,” the eyebrow “Design sandbox,” and instructional status text such as “Tap a furniture button, then tap the room to place it.” Selecting a furniture button arms placement for that item and highlights its palette chip. Show a translucent blue ring placement marker under the prospective location as the pointer moves over the floor. Tapping the room places one item at the snapped location, using the item’s default orientation, then selects it. Clamp all placements to the apartment bounds with a margin based on the item footprint and snap x/z positions to a 0.5-unit grid. After placement, explain that the item can be dragged or another furniture button can be selected.

Tapping an existing furniture piece selects it, disables camera orbit while dragging, and displays both a bright orange bounding box and a flat orange selection ring on the floor. Drag the selected item around the apartment to reposition it; keep it clamped to the room and snapped to the half-unit grid. Tapping empty space deselects it. The furniture toolbar must show “Selected: nothing” or “Selected: [item label]”. Provide buttons for Rotate, Duplicate, and Delete; they are disabled when nothing is selected. Rotate turns the selected item by 90 degrees. Duplicate creates a nearby copy offset approximately (1.0, 0, 0.5), clamps it, and selects the copy. Delete removes the selected item. Include Clear room to remove all placeable furniture and Starter layout to restore the seeded arrangement.

Add a collapsible “Design styles” panel. Include four floor palette swatches, each made of three small color circles: Warm Oak (warm beige/brown), Cream & Sage (cream/green-gray), City Night (gray/slate), and Peach Pop (peach/rose). Include four wall palettes, each with main wall, trim, and accent swatches: Soft White, Sky Blue, Terracotta, and Mint. Applying a palette recolors the corresponding shell materials, trim/accent pieces, and adjusts the abstract wall art backgrounds where appropriate. Include three lighting mood buttons: Morning, Golden Hour, and Evening. Morning is the default warm neutral light; Golden Hour changes the environment and sun toward peach/orange and increases exposure; Evening changes the background/fog toward cool lavender-blue and reduces exposure. Update the status message after style changes.

Add three local save slots labeled Slot 1, Slot 2, and Slot 3, with Slot 1 initially selected. Provide Save design and Load design buttons. Store each design in browser localStorage. A saved design must include the selected floor, wall, and lighting style indices plus every furniture item’s catalog key, x/y/z position, and y rotation. Loading clears the current furniture, reapplies the saved styles, recreates all valid furniture, clamps loaded positions to the room, and reports whether the slot was loaded or empty. Use friendly status messages for save/load, clear, reset, placement, and style changes.

Use a polished responsive HUD that works over the full-screen WebGL canvas. The HUD should have translucent off-white glass panels, subtle blur, rounded corners around 18px, warm brown text, muted secondary text, orange accent color, soft drop shadows, and large touch-friendly buttons (roughly 44px minimum height). Put the title/status card at the top-left and the collapsible styles card at the top-right on wide screens; stack them on narrow/mobile screens. Put the furniture, selection controls, clear/reset controls, save slots, and save/load controls in a bottom toolbar panel. Add a small floating instruction note: “Drag to orbit the camera. Tap furniture to select it, then drag it around the apartment. Works on phone and desktop.” The page background should be a pale warm cream, and the overall visual should match a calm, minimal, cozy interior-design toy with no score, enemies, timer, or win/lose condition. Include subtle interface click sounds after user interaction if audio is available.

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