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Island Forge

  • 3d
  • first-person
  • voxel
  • survival
  • sandbox
  • crafting
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. liam macinson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Island Forge yet. Play it, then tell liam macinson what you would add next.

Make your own game

Island Forge was built by liam macinson 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 Island Forge 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 Island Forge

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 first-person voxel survival sandbox titled “Island Forge.” Use a Three.js-style 3D perspective with mouse-look and pointer lock, a centered crosshair, and a small generated island surrounded by a broad transparent blue water plane. The world should be made from a dictionary/grid of roughly 2-unit cube cells: a rounded, irregular island about 11 cells in radius, with layered stone underground, dirt beneath the surface, and grass as the top layer. Generate uneven low hills using simple deterministic noise. Carve a cave/tunnel into the back side of the island (negative-Z direction), with an open cave room, and place two rare diamond ore blocks deep inside the cave. Place six stylized voxel trees at fixed scattered island positions. Use recognizable low-poly Cube World-style GLB assets for grass, dirt, stone, wood planks, diamond ore, a tree, wooden/stone pickaxes, and animated zombies, rather than flat placeholder colors. Render with bright daylight, shadows, fog, a blue sky, and a day/night lighting transition; at night the sky and water darken, sunlight fades, moonlight appears, and zombies hunt the player.

The player is an invisible first-person character with collision, gravity, jumping, and a visible held pickaxe model in the lower-right foreground. Start the player on the island near the shoreline. Move using WASD relative to camera yaw, look with pointer-locked mouse movement, and jump with Space. The player has a capsule/AABB-like body, can walk on the uneven block terrain, collides with blocks, takes fall damage from hard falls, and is reset after falling into deep water. Swimming/wading is represented by being underwater: movement slows, breath drains quickly, and breath refills while above water; when breath is empty, health drains from drowning. Play simple click and jump sound effects.

Core interaction: left click raycasts through the center crosshair. It mines exposed blocks within an 8-unit reach and collects their type into inventory; clicking a tree removes the whole tree and grants 5 wood planks. Left click also attacks a zombie if one is under the crosshair and within 4.5 units: zombies have 3 health, unarmed hits deal 1 damage, and having a crafted pickaxe makes hits deal 2. Right click raycasts the face of a targeted block and places the selected block on the adjacent grid cell, consuming one inventory item and incrementing the placed-block count; prevent placement inside the player and outside the build height. Allow selecting hotbar items with number keys 1–5 or mouse wheel. The five hotbar slots are Dirt, Stone, Grass, Wood (wood planks), and Pickaxe. Slot 5 is not placeable: selecting it gives a status hint that it mines rare ore faster, or says to craft it first.

Survival rules and progression: begin with no resources, no pickaxe, full health, and full breath. The player must place at least 10 blocks anywhere to satisfy the shelter objective (the game does not require a special enclosed shelter shape). Craft a stone pickaxe when the player has at least 4 wood and 3 stone, using the on-screen Craft pickaxe control or the E key; consume those materials and replace the held wooden pickaxe with a stone pickaxe. Diamond ore cannot be mined until the pickaxe is crafted. Mine a diamond block in the cave after building the 10-block shelter and crafting the pickaxe. On collecting a diamond while all three requirements are satisfied, show a victory overlay saying the shelter is secured and explain that the player built a shelter, crafted a pickaxe, and mined rare diamond ore; offer a Keep building button that resumes play, as well as restart functionality.

At night, periodically spawn up to five cube-world zombie creatures at random island-edge locations. They animate/walk toward the player, deal 9 health damage about once per second when close, and chase more actively at night. Health reaching zero shows a “You lost” overlay with the reason (such as zombie hit, fall damage, or drowning) and a Restart button. The day cycle should visibly update the lighting and take about 120 seconds for a full cycle, with island time displayed in the HUD.

Build the HUD as a dark translucent rounded panel in the upper-left, matching the screenshot’s bold, high-contrast, soft-shadowed typography. Display the title “Island Forge,” a status line such as “Daylight • island time 12:00 • 5 trees left” or “Night — zombies hunt,” a red/orange Health bar, a cyan Breath bar, and quest text that changes through: “Goal 1: build a shelter — place N more blocks,” “Goal 2: craft a pickaxe with wood and stone,” and “Goal 3: enter the cave and mine the diamond ore.” Along the bottom show pill-shaped inventory counters for Dirt, Stone, Grass, Wood, Diamond, and Pickaxe yes/no, then five large numbered hotbar slots with the selected slot outlined in yellow. Include a right-side Craft pickaxe button showing “4 wood + 3 stone” and a Restart button. At the bottom, show the control legend: “Click to lock mouse • WASD move • Space jump • Left mine/attack • Right place • 1–5 or wheel switch.”

Before starting, show a large centered translucent start overlay over the island view with the title “Island Forge,” the instruction “Click to enter the world. Mine trees and stone, build a shelter before night, craft a pickaxe, then find the diamond ore inside the cave,” and a “Start survival” button. Starting hides that overlay and requests pointer lock. Keep the chunky low-poly voxel aesthetic, block grid proportions, colorful asset-pack models, atmospheric fog, shadows, and the clean overlay HUD visible throughout.

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