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Arcade › Village of Ashbrook
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Riley built it with Cinevva, so it works on a phone or a tablet too.
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Village of Ashbrook was built by Riley 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 Village of Ashbrook 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.
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 peaceful third-person medieval exploration and village-building sandbox titled “Village of Ashbrook.” Build it as a browser-playable 3D game with a low-poly, stylized medieval look using Kenney-style fantasy-town assets: stone walls and battlements, cobblestone road pieces, tiled roofs, carts, fountain, castle walls, gate, towers, trees, sword, and axe. Use a procedural metallic-armored knight as the player character: silver plate body and helmet with a dark visor slit, blue cape, chainmail arms, greaves, and ceremonial sword/axe attachments. The tone is calm and nonviolent: no enemies, combat damage, survival meters, or failure state. The sword is only ceremonial role-play. Start with a full-screen dark, warm medieval title overlay. Show the title “Village of Ashbrook,” the description about exploring the walled village, switching camera views, equipping ceremonial tools, chopping trees, delivering lumber, and watching Ashbrook expand, plus an “Enter Ashbrook” button. Once entered, show a 3D world from an orbiting third-person camera behind the knight. Allow mouse/touch dragging to rotate the camera and C to toggle first-person and third-person views. In third-person, keep the camera several meters behind and above the player, looking toward the knight; in first-person, place the view at the knight’s eye height and retain camera yaw/pitch. Include a small center crosshair. Controls: WASD or arrow keys move relative to the camera; Left Shift sprints; Space jumps; mouse/touch drag rotates the camera; C switches camera perspective; R draws or sheathes the ceremonial sword; T equips or unequips the lumber axe; E interacts; F toggles a harmless temporary ragdoll/dazed mode. Add mobile support with a translucent circular virtual joystick at lower left and buttons for Jump, Chop, Axe, and Cam at lower right. Movement should accelerate and decelerate smoothly, turn gradually toward travel direction, include gravity and a grounded jump, and play occasional footstep audio while moving. Construct the main Ashbrook settlement inside a roughly square stone wall ring from about x=-10 to 10 and z=-10 to 10, with four corner watchtowers and an open main gate on the south side. Put a castle keep just north of the settlement, a central crossing of cobblestone roads, and a round fountain in the town square. Add fixed medieval houses/buildings named and visually represented as a bakery, blacksmith, and cozy inn, assembled from wall, door, and roof pieces. Place a lumber delivery cart near the gate around the south side of town. Add eight simple friendly villagers in varied colored clothing who wander in looping paths around the town; they are harmless and have no combat behavior. Surround the walls with broad green Ashbrook grasslands and a forest of approximately 42 randomly placed mature trees, especially around the east and west sides. Trees are interactive: they have three chop hits, can only be chopped when the axe is equipped, visibly tilt slightly with hits, then disappear and leave a stump. Each felled tree adds one carried log. When the player is near the lumber cart and presses E, deliver all carried logs, clear the carried count, and increase the village lumber supply. Show feedback toasts such as needing to equip the axe, chopping progress, timber gathered, and lumber delivered. At every two delivered logs, increase the village level, up to level 3: level 2 builds a new cottage near the market and adds a few connecting road pieces; level 3 builds a river-docks workshop and adds more road pieces. Keep these expansions visibly appear in the settlement. Build the wider surrounding map as distinct, simple low-poly regions. Use green grassland around town, a narrow blue river running roughly north-south west of town, a sandy desert biome far to the east with scattered stone ruins, and snowy plains far to the west with simple conical pine trees. Add an abandoned wooden cabin on a trail to the southwest/west and a large ancient stone arch in the desert. Add a harmless steam geyser in the desert around x=83,z=15: show a stone base and animated translucent white steam; if the knight approaches during an active burst, launch the player into a temporary harmless ragdoll/dazed tumble with a toast, never damage or kill them. Clamp the playable world to a large rectangular area. Add a dynamic four-state weather cycle that changes automatically about every 38 seconds: Sunny, Rain, Snow, and Dust storm. Represent non-sunny weather with moving particles around the player: blue-gray falling rain, white larger snow particles, and tan drifting dust. Change fog color/density to match the weather, with dust storm especially hazy and tan. Add a slow dynamic day/night lighting cycle: a warm directional sun moves through the sky, daylight changes the sun and hemisphere light intensity, exposure, and background from a bright blue daytime sky to a dark blue nighttime sky. Use soft shadows, ambient hemisphere light, fog, ACES-like tone mapping, and warm medieval colors. The HUD must remain over the rendered world. At the top left, show a warm parchment/gold serif “Village of Ashbrook” header and a compact control line: “WASD move · Shift sprint · Space jump · C camera · R sword · T axe · E chop/deliver.” At the top right show live values for Weather, Time in HH:00, Region, Tool, Logs, and Village level. The Region should read “Ashbrook grasslands,” “Desert ruins,” or “Snowy plains” based on player position. Under the header, show the objective: “Help the village grow: equip the axe, chop marked forest trees, then deliver lumber to the cart near the gate.” Show centered bottom toast messages for actions and state changes. Use translucent dark brown panels, thin gold borders, warm cream/gold text, serif title styling, and subtle shadows/backdrop blur to match the title screen and screenshot. Keep all interactions peaceful and make the central gameplay loop exploration → axe-equipped tree chopping → cart delivery → visible village expansion.