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Islandbound

  • 3d
  • survival
  • exploration
  • crafting
  • first-person
  • island
  • 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. Mmk built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Islandbound yet. Play it, then tell Mmk what you would add next.

Make your own game

Islandbound was built by Mmk 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 Islandbound 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 Islandbound

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 first-person survival/exploration game titled “Islandbound.” Use Three.js-style rendering with a 68-degree perspective camera, a large stylized low-poly tropical island surrounded by a flat ocean, and a clean colorful visual style. The sky/background should be pale blue with distance fog; use soft shadows, warm directional sunlight, and ambient hemisphere lighting. The terrain is a broad procedurally shaped green island rising from the water, with a sandy beach ring around its perimeter. Scatter low-poly Cube World-style trees, bushes, and rocks across the island: approximately 40 trees, 28 bushes, and 26 rocks, placed mostly in the inner island area. The player starts near the island at approximately the center/southern side, in first-person view, and can explore the terrain.

Implement FPS movement controls: WASD or arrow keys to move, Shift to sprint, Space to jump, and mouse/touch dragging or tapping on the screen to look around. Movement should use gravity and jumping, with a normal movement speed around 5.2 and jump speed around 8. On-screen touch-friendly controls/buttons must not interfere with the 3D view. A simple player body may exist in the scene, but the primary presentation is first-person exploration.

The main gameplay loop is to walk close to a tree, bush, or rock and press the prominent “Gather” button. Gathering only works when an uncollected resource is within roughly 5 world units. Trees yield 1 wood, or 2 wood after the stone axe is crafted; rocks yield 1 stone; bushes yield 1 fiber. Once gathered, the resource disappears. If nothing is close enough, show a temporary toast message saying to move closer to a tree, bush, or rock. Display a temporary toast after successful gathering.

Add a fixed HUD overlay with a translucent dark rounded panel in the upper-left. It should show the title “ISLANDBOUND,” the current time as “Day 1 · 08:00” initially, and numeric Health, Hunger, and Thirst values, each with a colored horizontal bar: red health, gold hunger, and blue thirst. Start all three at 100. Show inventory beneath them in the format “Wood 0 · Stone 0 · Fiber 0,” appending “· Axe” and/or “· Flask” when those items are owned. The game clock advances continuously, beginning at day 1, 08:00; approximately 0.06 in-game hours pass per real-time second, and the day increments after 24 hours. Hunger decreases slowly over time (about 0.18 per second) and thirst decreases faster (about 0.28 per second). If either falls below 10, health drains at about 1.5 per second. Do not add food, water, combat, enemies, or other survival systems not described here.

Place four upper-right action buttons labeled “Gather,” “Craft,” “Save,” and “Load.” Craft toggles an initially hidden translucent crafting panel below the buttons. The crafting panel has three rows and exact recipes: “Stone Axe — 3 wood · 2 stone,” “Lean-to Shelter — 8 wood · 6 fiber,” and “Coconut Flask — 2 wood · 1 fiber,” with Craft/Build buttons. The axe can only be crafted once, consumes 3 wood and 2 stone, and makes future tree gathering yield 2 wood. The flask can only be crafted once, consumes 2 wood and 1 fiber, and should be tracked in the inventory; no additional flask-use mechanic is needed. The shelter can only be built once, consumes 8 wood and 6 fiber, and creates a visible simple low-poly lean-to/starter shelter at the player’s current location. Build it from a small square floor, four corner posts, and a dark brown pitched/pyramidal roof. Show toast messages such as “Stone axe crafted,” “Coconut flask crafted,” “Shelter built,” or “Need 3 wood and 2 stone” when appropriate.

Add Save and Load using browser local storage. Save the current survival state, inventory, crafted-item flags, shelter flag, day/time, weather, and player X/Z position. Show “Game saved,” “Game loaded,” or “No save found” toasts. Loading should restore the saved values, move the player back to the saved location, and make the shelter visible if it was built.

Include a bottom-left translucent hint panel that reads: “WASD / arrows to explore · Shift sprint · Space jump · Gather near trees and rocks · Tap the screen to look”. On the bottom-right, show a translucent weather badge initially reading “☀️ Clear skies.” The weather state may occasionally change randomly among Clear skies, Rain, and Tropical storm; update the badge to “☀️ Clear skies,” “🌧️ Rain,” or “⛈️ Tropical storm,” and briefly announce weather changes. During Rain or Tropical storm, render simple falling translucent blue rain streaks around the player. Weather should be visual/status flavor only, with no extra storm gameplay rules.

Animate lighting over the day: sunlight and hemisphere light should brighten during daylight and dim toward night, with fog/background color shifting darker as daylight fades. Keep the interface legible and responsive on desktop and mobile: use translucent dark teal panels, rounded corners, white text, compact responsive buttons, and colored status bars. The overall result should feel like a calm low-poly tropical-island survival prototype focused on gathering, basic crafting, exploration, changing time/weather, and local save/load.

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