Worldforge

// how it was made

A small floating island made of cubes, in a browser tab. You can dig into it, build on top of it, and get gored by the boars living on it. It is an early alpha and says so on its own title bar.

Play it →
44Blocks across
6Block types
5 minDay and night
0Things saved

How to play

Move with the usual four keys, jump with space, look with the mouse. Clicking to start locks the pointer to the window, and escape gives it back. Left click mines the block under the crosshair, or swings at a boar in front of you. Right click puts one down, and keys 1 to 5 pick which.

Your reach is six blocks. That one rule shapes how it feels. You cannot dig at range or raise a tower from the ground. You walk to the thing you want to change and stand next to it.

On a phone there is a thumbstick, a drag area for looking, and buttons for jump, mine and place.

The boars

Six wander the island, ignoring you completely until you hit one. After that, that boar charges whenever you are within about fourteen blocks and goes back to wandering when you are not, which means it never really forgives you, it just loses track of you. Two hits kill one, and nine seconds later another spawns, so the place never empties out.

They bite for eight health out of a hundred and flash red when you land a hit. Dying puts you back on top at full health. Walking off the edge, which is easy, drops you into nothing until the void returns you with twenty five health gone. Neither ends anything: there is no score, no timer and no game over screen.

Where the island comes from

Nothing about the island is stored anywhere. It is built from scratch the moment the page loads. A noise function gives every column a rolling height, a dome shape pulls that height down toward the edges, and anything outside the circle is never created, which is why it floats. Each column gets a stone core, three blocks of dirt and a cap of grass. Trees land on random grass tops.

Crystals are seeded one block above the very bottom. That placement is the only reason mining has a point yet: the glowing thing is always underneath you, never lying on the surface.

The terrain seed is fixed, so it is the same island every time. The trees are not seeded and move on every visit. That mismatch was unintentional, and I left it because the place ends up familiar and slightly different at once.

Why digging never slows it down

A block is only drawn if at least one of its six sides is touching open air. Everything buried inside the island exists, and you can mine your way to it, but it is never handed to the graphics card. You are only ever looking at a shell.

Breaking a block exposes its neighbours, so the visible set has to be worked out again. That rebuild is throttled rather than run the instant you click, because fast mining would otherwise rebuild the whole island several times between two swings.

The lesson: the fastest version of a job is usually the one you skip. Nothing here is optimised in the normal sense. The island is simply never asked to draw what you cannot see.

Why it exists

I wanted to know whether a world you can physically change was something I could build as one page, with no build step and no server. The ambition written on the front of it is Warcraft meeting Minecraft. This is the piece of that idea small enough to actually finish.

Honest about what is missing: crafting, dungeons and quests are promised on the opening screen and none of them are built. Night is not properly dark either, the sun only dims. And nothing you build survives a refresh, which is the next thing worth fixing.

Built with

Three.js does the 3D, loaded from a CDN rather than bundled. Every sound is generated in the browser as it plays, so there is nothing to download or license. The whole game is one file.