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Wildforge

  • 3d
  • survival
  • crafting
  • third-person
  • low-poly
  • exploration
0
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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. Leland Hochstetler built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wildforge yet. Play it, then tell Leland Hochstetler what you would add next.

Make your own game

Wildforge was built by Leland Hochstetler 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 Wildforge 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 Wildforge

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 third-person 3D survival crafting game titled “Wildforge,” set in a large stylized low-poly forest clearing. Use an orthographic-like-feeling but perspective third-person follow camera positioned behind and above the player, smoothly following the player or buggy and looking toward them. The world is an approximately 180-by-180 green ground plane with fog fading into a pale blue sky, many simple dark-green conifer-like trees around the perimeter and scattered throughout, and soft directional shadows. Keep the visual style simple, chunky, and readable: primitive Three.js-like meshes, muted natural colors, warm translucent tan UI buttons, and a dark translucent HUD.

Place a circular pale camp ring at the center, with a small campfire made from crossed brown logs and a glowing orange cone-shaped flame. Put a square gray metal forge pad just to one side of the fire. The player starts near the camp at coordinates roughly (-4, 4), represented by a simple dark blue-gray capsule body with a small flesh-colored spherical head. The player can walk around the clearing and rotates to face movement direction. Show the spear on the player only after it has been crafted.

Core loop: explore away from camp to gather wood, stone, scrap, and berries; return inside the central camp ring to craft equipment; craft a spear to fight predators; optionally craft a red scrap buggy on the forge pad; survive while hunger continuously drains. Start the player with 100 health, 100 hunger, 3 wood, 2 stone, and no spear, buggy, or scrap. Keep the game active until the player’s health reaches zero, then show a centered dark translucent game-over panel reading “You were hunted down,” explaining that Restart returns the player to camp with fresh supplies, with a Restart button.

Populate the world with interactive resource nodes placed outside the camp: about 16 stylized trees for wood, 10 gray faceted rocks for stone, 10 small metal scrap piles made from boxes and pipes, and 7 green berry bushes with visible red berries. The player must be close and press Use to interact. Resource nodes require repeated use actions: trees have 3 hits, rocks and scrap have 2 hits; on depletion award the node’s gathered amount (wood 4–6, stone 3–5, scrap 3–6) and remove it. Berry bushes have 5 berries; each Use near a bush picks one visible berry, adds one berry to inventory, and restores 6 hunger. Depleted resource nodes can respawn one random wood, stone, or scrap node about every 20 seconds somewhere away from camp. There is no complex inventory screen; track resources numerically in the HUD.

Add predators: 4 gray low-poly wolves and 2 larger brown low-poly bears placed far from camp. Wolves move faster and deal lighter damage; bears move slower and deal heavier damage. Wolves use speed about 6.2, 35 HP, 9 damage, and aggro within 18 units; bears use speed about 4.2, 60 HP, 18 damage, and aggro within 24 units. Outside aggro they wander around their starting home area. When close they repeatedly attack on cooldown, damaging the player on foot or the buggy when the player is driving. A crafted spear attack has a 0.45-second cooldown, reaches about 4.2 units in front of the player, deals 24 damage, and briefly thrusts/animates the spear; remove wolves or bears when their HP reaches zero. The player cannot attack while driving.

Crafting is only allowed inside the camp ring. Spear recipe: 6 wood and 3 stone; on success subtract those resources, mark the spear READY, and reveal a simple wooden shaft with a metal cone tip on the player. Buggy recipe: 12 wood, 6 stone, and 10 scrap; on success spawn a red primitive buggy at the forge pad, with a box body, dark cabin, and four black wheels, and show it as BUILT in the HUD. Bandage recipe: 4 berries; only at camp, consumes 4 berries and restores 35 health up to 100. If requirements or location are wrong, show a temporary explanatory message.

Allow the player to approach the buggy and press Enter/Exit to get in, or press the same control while driving to get out. While inside, hide the player model and drive the buggy with movement input: accelerate forward/reverse, steer based on direction, apply friction, cap speed around -10 to 18, and keep it within world bounds. The buggy has 120 hull health; enemy attacks damage it, and when destroyed remove the buggy, eject the player, and deal a small 16 damage to the player. While driving, use a higher, farther follow camera and display DRIVING in the status HUD; otherwise use the closer on-foot camera.

Controls: WASD or arrow keys move; E or the on-screen Use button gathers resources, picks berries, and reports camp status; Space or the on-screen Attack button thrusts the spear; number 1 crafts the spear, 2 crafts the buggy, and 3 uses the berry bandage; F or the on-screen In / Out button enters/exits the buggy; R restarts after death. Also provide mobile controls: a large translucent circular virtual joystick at bottom left with a cream draggable stick, and stacked Use, Attack, and In / Out buttons at bottom right. Buttons should be touch-friendly and use tan-to-brown gradients.

HUD layout: at the top, show a dark translucent rounded stats panel with readable lines for Health, Hunger, Wood, Stone, Scrap, Berries, Spear status, Buggy status, and whether the player is within Camp range. Beside or below it show a temporary message panel with guidance such as gathering, crafting, combat, or vehicle feedback. On desktop, show a left-side translucent Crafting panel containing buttons labeled exactly “Spear · 6 wood / 3 stone,” “Buggy · 12 wood / 6 stone / 10 scrap,” and “Bandage · 4 berries,” plus a right-side controls hint listing Move, Use, Attack, Craft, and Enter/Exit. On narrow mobile screens, hide the controls hint and move the crafting panel lower above the joystick/action controls. Use rounded panels, subtle borders/shadows, light text on dark translucent backgrounds, and warm tan action buttons. Ensure the camera, HUD, campfire flame, hunger damage, enemy AI, resource gathering, crafting, vehicle driving, death, and restart are all fully playable rather than decorative.

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