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Voxel Frontier

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
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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. Tư Bui built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Voxel Frontier yet. Play it, then tell Tư Bui what you would add next.

Make your own game

Voxel Frontier was built by Tư Bui 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 Voxel Frontier 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 Voxel Frontier

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 first-person voxel sandbox game titled “Voxel Frontier.” Use a Three.js-style 3D perspective camera with a 70-degree field of view, controlled in FPS mode: clicking/tapping the world captures mouse look on desktop, WASD moves, Space jumps, and the player is affected by gravity. The player starts above the generated terrain around position (0, 9, 10), with movement speed about 5.5, jump speed about 8.5, gravity about -22, and a 45-degree slope limit. Show a small white crosshair with a dark shadow at the exact center of the screen; interaction uses the block directly under the crosshair, with a maximum reach of about 7 blocks.

Build a finite block world on an approximately 24-by-24 x/z grid from -12 through 11. Generate rolling terrain using a deterministic height function based on sine/cosine variation, with a minimum height of 2 and typical hills around height 4. Each terrain column should have a grass top block, dirt in the upper two layers beneath it, and stone deeper down. Add six trees at approximate x/z positions (-8,-4), (-3,-9), (7,-6), (9,5), (-8,8), and (4,8). Each tree has a four-block-tall wood trunk rising from the terrain and a compact, roughly 5-by-5 leafy canopy extending over several layers, shaped by a Manhattan-distance cutoff. The visual style is simple low-poly voxel geometry: opaque one-unit cubes, flat block colors, no outlines, no textures, no shadows, and grouped/instanced meshes for each block type. Use a bright sky-blue background with matching distant fog, soft hemisphere lighting and warm directional sunlight. The visible setting should feel like a sunny grassy voxel frontier with rolling green hills and blocky trees.

Support five selectable block types in this exact order: Grass (green, #63b85a), Dirt (brown, #875333), Stone (gray, #7f8a96), Wood (brown, #9b673b), and Leaves (green, #2f9a54). The initial selection is Grass. Left mouse click breaks the targeted block, while right mouse click places the selected block against the face targeted by the crosshair. On touch/mobile UI, provide BREAK and PLACE buttons for the same actions. Do not allow breaking blocks at y <= 0. Do not place into occupied cells, below y=0, or into a position overlapping the player. Rebuild the voxel meshes and update the block total after edits.

Create a fixed HUD overlay matching the screenshot: at the top center, a dark translucent rounded pill with a subtle light border and blur containing “VOXEL FRONTIER · [selected block] · Blocks [count]”; highlight the selected block name and count in pale yellow. At the bottom center, show a dark translucent rounded hotbar with five square slots, numbered 1–5, each containing a colored beveled-looking swatch and a small label below: Grass, Dirt, Stone, Wood, Leaves. Give the active slot a bright yellow border/glow, initially Grass. Number keys 1–5 must select the corresponding block. At screen center place the crosshair. On desktop show a small translucent help panel at bottom left reading “Click the world to capture the mouse / WASD move · Space jump · Left break · Right place / 1–5 select a block”; hide this help panel on narrow/mobile screens. On mobile/narrow screens, scale down the hotbar slots and move the BREAK/PLACE controls upward so they do not overlap the hotbar. Put two dark translucent rounded touch buttons labeled BREAK and PLACE near the lower right; they should be usable without triggering the canvas interaction beneath them. Keep the screen filled by the game, with no scrolling, and use responsive sizing for desktop and mobile.

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