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Wildhaven

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  • 3d
  • exploration
  • third-person
  • low-poly
  • island
  • mobile
  • adventure

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Tshiamo Maubane, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Wildhaven was built by Tshiamo Maubane 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 Wildhaven 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 Wildhaven

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 “Wildhaven” as a simple low-poly 3D third-person exploration game in a bright stylized island setting. Use a WebGL/Three.js-like renderer with a sky-blue background and light blue atmospheric fog, an elevated follow camera behind and above the player, soft shadows, warm sunlight, and a clean blocky low-poly aesthetic.

World: Make a roughly circular island surrounded by a large blue ocean disk. The island should be a broad low cylinder with a green top and a thin sandy-beach ring around its edge. Keep the explorable land bounded to a radius of about 28 units, with the player prevented from leaving the island. Add dark gray roads with slightly wider tan edging and intermittent yellow center dashes: one long north-south road through the center, one west-east road crossing it, plus short branches near the buildings. Scatter stylized palm trees and chunky rocks around the island. Add several low-poly buildings/cottages and larger villa/hotel structures around the roads, using simple modular blocky geometry or equivalent low-poly building assets.

Place three prominent beacon/landmark towers at these approximate locations: Northwatch (-16,-10), Sunspire (17,6), and Mosslight (-5,18). Each should be a small octagonal pedestal, a pale cylindrical/octagonal tower, and a red-orange conical roof, with differing colored bases. The actual objective is proximity-based: when the player comes within roughly 4 world units of each landmark, mark that beacon visited. There do not need to be combat, enemies, inventory, health, weapons, or other missions. The objective is simply to explore and find all three landmarks.

Player: Use a small stylized blocky humanoid explorer, with a warm orange/tan body and dark hair, standing on the island and casting a shadow. Load or model a simple animated block-character equivalent, with an idle animation if available. The character rotates to face the direction of travel. Start at the center of the island.

Movement and camera: Support desktop keyboard controls: WASD and arrow keys move the player. Also support touch controls: a translucent circular virtual joystick in the lower-left; dragging it moves the player, with forward/back relative to the camera yaw. Dragging on the right side of the screen rotates the camera horizontally and vertically. Use a smooth third-person follow camera at about 11 units distance, with an elevated pitch, looking at the player’s upper body. Clamp vertical camera pitch so it cannot flip below or above the character. Movement speed should feel brisk, around 6 units/second, and normalize diagonal movement. Keep the player inside the island boundary.

HUD: Render a full-screen overlay with translucent dark blue-gray panels. At the upper left show the gold title “WILDHAVEN” and the subtitle “Explore the island and find the three beacons”. Below it show “BEACONS FOUND” and a live counter “0 / 3”, updating to 1/3, 2/3, and 3/3 as the three landmark areas are visited. At the upper right show the touch instructions “Touch: left joystick to move” and “drag right side to look”. In the lower-left show a large faint white joystick ring with a smaller translucent thumb indicator, plus the desktop hint “WASD / arrows”. Keep the UI readable over the world and update it continuously.

Lighting and presentation: Use a bright warm directional sun from above/front-left, a cool hemisphere/ambient light, shadow-casting player, props, buildings, and landmarks, and a stylized palette of sandy yellow, green vegetation, blue ocean/sky, muted gray roads, and warm red-orange roofs. The game should begin immediately in an explorable state with the HUD visible and the counter at 0/3.

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