Skip to content

Arcade › Shardfall Wilds

Shardfall Wilds

  • 3d
  • first-person
  • survival
  • exploration
  • voxel
  • low-poly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Majid Rahimi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shardfall Wilds yet. Play it, then tell Majid Rahimi what you would add next.

Make your own game

Shardfall Wilds was built by Majid Rahimi 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 Shardfall Wilds 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 Shardfall Wilds

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-playable first-person low-poly survival/exploration game titled “Shardfall Wilds.” Use a Three.js-style 3D scene with a perspective FPS camera, pointer-lock mouse look, centered white crosshair, and a blocky voxel-like wilderness. The player starts at approximately the center of the map on elevated green terrain, with movement controls: WASD to move, Shift to sprint, Space to jump, mouse click to break the block/object under the crosshair, E to interact, B to build, and Escape to pause/resume. On touch-sized screens, preserve the HUD and support an appropriate touch control treatment.

Build a roughly 45-by-45 block wilderness with uneven procedurally shaped terrain: green grass top layers, brown dirt underneath, gray stone deeper down, and a winding shallow river cutting through the landscape with sandy banks and translucent blue water. Include a blocky dark stone mountain/hill toward the far side, several chunky cube-like trees, scattered dark rocks, and a few flat sandy patches. The visual style should be colorful, geometric, and deliberately low-poly/cube-world: bright green ground, deep green foliage, blue water, simple faceted props, soft shadows, atmospheric fog, and a changing sky/light cycle that visibly transitions between daylight, sunset, and night. Begin with bright daylight/sunset-like illumination, but continuously animate the sun, ambient hemisphere light, fog, and background color over time. Occasionally alternate the weather HUD text between “Clear skies” and “Light rain”; do not add weather effects unless desired, as the reference only exposes the text state.

Place three large glowing ancient crystal props at distinct remote locations around the map (one west, one far east/north, and one near the back mountain). They should be cyan/blue, emissive, faceted crystal formations. Place two treasure chests at separate locations: each is a simple block-built chest with a brown base and gold-colored lid. Add two friendly deer NPCs in the wilderness, using simple animated idle deer models; they are scenery and do not attack or need combat behavior. At the far side, in front of the mountain, place a purple glowing portal made from a thick faceted torus/ring and a translucent circular purple core.

The main objective is to find all three ancient crystals, then awaken and enter the portal. The objective HUD initially reads “Find the three ancient crystals · 0/3.” When the player comes within interaction range (about 3 world units) of an unclaimed crystal and presses E, hide/remove that crystal, increment the crystal inventory, award 30 experience, and show a temporary toast such as “Ancient crystal found · 1/3.” The portal is initially dim/translucent. Pressing E within about 5 units of it before collecting all crystals shows “The portal needs three ancient crystals.” Once all three are collected, pressing E near it sets it to a brighter awakened state, awards 100 experience, and changes the objective to “Enter the awakened portal.” The game may communicate the final step through this objective; preserve the portal interaction behavior rather than inventing a separate combat finale.

Implement simple resource gathering and building. Clicking a breakable terrain block under the crosshair within about 8 units removes it (for instanced terrain, hide the selected instance), awards 3 experience, and adds wood when breaking a grass-type block or stone when breaking other breakable terrain. Show a toast like “Collected wood” or “Collected stone.” Pressing B places one stone block about three units in front of the player at a nearby grid position if the player has at least one stone, consumes one stone, and shows “Placed a stone block.” Chests can be opened with E within about 3 units; each unopened chest gives two food, one gold/internal treasure counter, 20 experience, and a toast “Treasure chest opened · supplies found.” Do not add weapons, enemies, combat, crafting trees, or extra quest systems: the implemented gameplay is exploration, gathering, chest interaction, crystal collection, portal activation, jumping, and block placement.

Track player survival-style stats: health starts at 100, hunger starts at 100, and hunger slowly drains over time. If hunger reaches zero, health slowly drains; there is no implemented food-consumption interaction, so food is primarily an inventory count from the initial supply and chests. Experience starts at 0 and is displayed modulo 100 as a progress bar, with XP awarded for breaking blocks, opening chests, collecting crystals, and activating the portal. The inventory starts with Wood 0, Stone 0, Crystals 0, and Food 2. Use collision/grounding appropriate for FPS movement, gravity around -22, movement speed around 6, and jump speed around 8.

Recreate the HUD exactly as a clean dark translucent glassmorphism overlay. Top-left: a rounded navy panel with uppercase “SHARDFALL WILDS,” the current objective, and a small time/weather line such as “Sunset · Clear skies.” Top-right: a matching panel with Health, Hunger, and Experience labels, right-aligned numeric values (for example “100 / 100”), and horizontal rounded bars colored pink/red for health, gold/yellow for hunger, and cyan/light blue for experience. Bottom-center: a four-slot hotbar with dark rounded slots labeled Wood, Stone, Crystals, and Food, using simple glyph icons (grid, diamond, sparkle, dot), counts, and a gold-highlighted active Wood slot. Under it show the hint “WASD move · Shift sprint · Space jump · Click break · E interact · B build · Esc pause.” Keep a white crosshair centered on screen. Display interaction/gathering messages as temporary dark toast notifications near the upper center. Escape should show a centered translucent pause overlay reading “Paused,” “The wilds are waiting.” and a gold Resume button. Use responsive sizing so the HUD remains legible on smaller screens.

More free browser games

Browse the whole Arcade →