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Islandfall VR

  • 3d
  • vr
  • survival
  • crafting
  • low-poly
  • third-person
  • island
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Islandfall VR yet. Play it, then tell the creator what you would add next.

Make your own game

Islandfall VR was built 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 Islandfall VR 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 Islandfall VR

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 “Islandfall VR” as a browser-based Three.js low-poly third-person VR survival scene. The camera follows a simple blue capsule-shaped player avatar from behind at a moderate distance, with WASD or a touch joystick for movement and a jump action on Space; include a WebXR/VR button so it can be entered in VR. Set the scene on a broad circular sandy island surrounded by a flat translucent blue ocean, with a bright cyan sky, light fog, strong warm directional sunlight, soft ambient lighting, and cast shadows. Use chunky, primitive/cartoon geometry and simple saturated materials.

World layout: place a campfire made from several crossed brown logs with a glowing orange faceted flame toward the left/back side of the island. Place a simple wooden player boat near the back/right: a rectangular brown hull, vertical mast, and pale rectangular sail. Scatter approximately eight stylized low-poly trees around the island perimeter. Add a pig and a sheep as animated low-poly GLB-style animals, one near the right side and one near the left side. At the rear of the island, create the boss “Baobab Destroyer” as a huge tree-like enemy: a thick broad brown trunk, several angular branch cylinders, and a large dark-green faceted canopy. The boss begins with 100 HP and a visible “Patrol” state; it slowly rotates while patrolling, faces the player, and can enter “Chase” after being hit. When close to the player it damages health over time. A successful player attack within roughly 12 units removes 7 boss HP, changes its state to “Stun” briefly, then changes it to “Chase”; trigger this with Space or a pointer/click attack. Show a brief toast such as “Physical swing registered — boss staggered.”

Implement survival values that continuously drain slowly during play: Health starts at 100%, Hunger at 100, Hydration at 100, and Wakefulness at 100. Hunger, hydration, and wakefulness decrease with time; when wakefulness reaches zero, health drains rapidly and the scene gradually darkens. The boat has a water percentage starting at 0%; it can randomly fill slowly up to 100%, and pressing E performs a bucket-scoop action that reduces it by 20 and displays a toast. Keep an inventory with visible starting materials: Stick 8, Flint 4, Vine 6, plus Wood 4, Stone 4, and Grass 3.

Build a fixed HUD over the game. In the upper-left, use a dark translucent rounded panel with cyan accents and the title “ISLANDFALL // VR SURVIVAL,” a Health 100% readout and bright horizontal health bar, then lines for “Hunger,” “Hydration,” “Wakefulness,” and “Boat water.” Also display “Boss: Baobab Destroyer · [HP] HP,” “State: [Patrol/Stun/Chase],” and the material counts. In the upper-right, show a tall, scrollable dark translucent panel titled “Physical Craft Bench” with amber/yellow heading. List numbered clickable recipes in dark teal rounded rows, at least these first twelve: 1. Sharp Stick, 2. Crude Stone Knife, 3. Vine Rope, 4. Stone Axe, 5. Simple Spear, 6. Bamboo Bucket, 7. Raw Clay Pot, 8. Bone Needle, 9. Flint Firestarter, 10. Wooden Shovel, 11. Stone Spear, 12. Bone Dagger. Beneath them show a subdued note that many more indexed recipes exist across Ruins and Volcanic zones. The panel should visibly scroll on a small screen.

Make the first four recipe interactions functional and resource-gated: Sharp Stick consumes one Stick and adds a SharpStick; Crude Stone Knife consumes one Flint and one Stone and creates a Knife; Vine Rope consumes one Vine and requires a Knife; Stone Axe requires Rope and SharpStick. For successful or failed crafting, show a centered temporary toast explaining the result, including that the recipe needs physical materials and a trigger gesture when requirements are missing. The remaining listed recipes may be visible but should not need complex implementation. Add a bottom-center pill-shaped hint reading “WASD / touch joystick to explore · Space jumps · bring materials to the campfire.”

Keep the visual style faithful to the reference: simple blocky low-poly island objects, sandy yellow ground, turquoise water and sky, a vivid blue capsule player in the foreground, orange campfire, green trees, dark teal glassmorphism HUD panels, and compact readable white/cyan text. Ensure the game is an actual interactive playable scene rather than a static mockup, with resize handling, shadows, fog, VR rendering, movement/jumping, crafting buttons, boss interaction, survival ticking, and HUD updates.

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