Build your own Minecraft.
A complete AI build prompt for an original voxel building sandbox with seeded terrain, block editing, collision, and world saves. Your own code, identity, and workflow.
What your Minecraft-inspired game will do
Build an original desktop voxel sandbox called Blockgrove, inspired by the place-and-break building loop of Minecraft. Limit the world to 64 by 64 by 32 cells with five original block materials and creative building mode. Generate one small seeded landscape, let the player explore and edit it, and save the world. Use original textures, sounds, names, and terrain; do not copy mobs, recipes, maps, skins, or interface assets.
- World generation: create a bounded seeded heightfield with five original block types and small chunk partitions. Persist generated voxel data and a generation version; no endless-world claim is required.
- Rendering: build chunk meshes from visible faces and rebuild only changed chunks plus neighbors on shared boundaries. Keep draw calls, triangle counts, and worker/job queues bounded; avoid a separate scene node for every block.
- Movement: implement walking, jumping, gravity, and collision against solid voxels. Resolve collisions consistently at the fixed physics step, prevent spawning inside solids, and offer a reset-to-safe-spawn action.
- Editing: raycast to the first solid block within a short reach; remove or place an original block in the adjacent cell. Reject out-of-bounds edits and placement intersecting the player, then update data, mesh, and collision together.
- World saves: pause/resume, create/restart a world with confirmation, and save voxel changes plus player state to a versioned atomic local file. Restore a valid world with backup recovery and explicit storage-error handling.
Is a DIY Minecraft alternative right for you?
A Minecraft-inspired sandbox becomes reviewable when the world dimensions, chunk budget, editing reach, and creative-mode rules are explicit.
A useful first project: A native desktop Godot prototype with a tiny bounded world and five original block materials.
Start with a smaller version
Place and remove blocks across a chunk boundary, test that placement cannot trap the player, and reopen the saved world with all edits intact.
Know the tradeoffs
Mesh updates, collision, chunk borders, and edited-world persistence must stay consistent. Infinite terrain, survival mobs, crafting, redstone-style systems, and copied assets are excluded.
Understand the build-vs-buy tradeoffsInside the build brief
- Product & audience
- Design
- Features
- Tech stack
- Data & behavior
- Originality & asset guidance
- Delivery & verification
No account required.Official Minecraft website
Building your own Minecraft: useful answers
Is this a ready-to-use Minecraft alternative?
This page provides a customizable build brief for an original voxel building sandbox with seeded terrain, block editing, collision, and world saves. It is not a hosted app. Your AI coding agent implements the software; you then need to test, run, and maintain it.
Can I customize the Minecraft clone prompt?
Yes. Choose Product & audience, Design, Features, Tech stack, or Data & behavior in the editor. Save and copy the complete assembled prompt, or download it as Markdown. Edits are saved in this browser.
What does the starting version leave out?
Test placement against all block faces, edits at chunk borders, player-intersecting placement, out-of-bounds rays, safe spawning, corrupted chunk lengths, and persistence after several edits. Measure mesh/collision rebuilds at the stated world limit. Exclude copied Minecraft assets, crafting, survival mobs, multiplayer, infinite terrain, and complete redstone-style simulation.
Original software. Familiar inspiration.
Use your own brand, code, layout, and assets. Clone4.me is independent and is not affiliated with Minecraft. Read our approach.
Curated by Clone4.me · AI-assisted build briefs · Scope reviewed October 14, 2026
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The complete Minecraft clone prompt
# Build an original game inspired by Minecraft
You are an experienced game designer and gameplay engineer. Build a working, polished MVP from the brief below. Implement the core journeys end to end; a static mockup is not sufficient. Inspect the current environment, make sensible implementation decisions, and get started. Ask a question only if a missing answer genuinely blocks implementation.
Starting platform: Desktop. Explicit customized Product & audience and Tech stack requirements take precedence over this starting target.
## Product & audience
Build an original desktop voxel sandbox called Blockgrove, inspired by the place-and-break building loop of Minecraft. Limit the world to 64 by 64 by 32 cells with five original block materials and creative building mode. Generate one small seeded landscape, let the player explore and edit it, and save the world. Use original textures, sounds, names, and terrain; do not copy mobs, recipes, maps, skins, or interface assets.
## Design
Use an original simple 3D style with distinct block textures, a crosshair, selected-block hotbar, controls overlay, pause, and world menu. Support mouse/keyboard look and movement, remappable key actions, and a clear pointer-lock exit. Indicate valid editing targets and retain a safe spawn point.
## Features
1. World generation: create a bounded seeded heightfield with five original block types and small chunk partitions. Persist generated voxel data and a generation version; no endless-world claim is required.
2. Rendering: build chunk meshes from visible faces and rebuild only changed chunks plus neighbors on shared boundaries. Keep draw calls, triangle counts, and worker/job queues bounded; avoid a separate scene node for every block.
3. Movement: implement walking, jumping, gravity, and collision against solid voxels. Resolve collisions consistently at the fixed physics step, prevent spawning inside solids, and offer a reset-to-safe-spawn action.
4. Editing: raycast to the first solid block within a short reach; remove or place an original block in the adjacent cell. Reject out-of-bounds edits and placement intersecting the player, then update data, mesh, and collision together.
5. World saves: pause/resume, create/restart a world with confirmation, and save voxel changes plus player state to a versioned atomic local file. Restore a valid world with backup recovery and explicit storage-error handling.
## Tech stack
Use Godot with GDScript for a bounded native desktop prototype. Keep voxel storage, seeded terrain generation, editing, and collision rules independent of rendered meshes. Use compact block-ID arrays, chunk-local meshes, a fixed-step player controller, and a bounded rebuild queue. Save plain validated data, not scripts or executable resources. Document the measured limits and desktop export requirements.
## Data & behavior
World {version, generationVersion, seed, dimensions, blockPalette, chunkData}; Chunk {coordinates, voxelIds, revision}; Player {position, velocity, selectedBlockId}; Settings; SaveManifest. Include actual edited voxel arrays or validated deltas and verify chunk bounds and allowed palette IDs on load.
Acceptance checks and scope:
Test placement against all block faces, edits at chunk borders, player-intersecting placement, out-of-bounds rays, safe spawning, corrupted chunk lengths, and persistence after several edits. Measure mesh/collision rebuilds at the stated world limit. Exclude copied Minecraft assets, crafting, survival mobs, multiplayer, infinite terrain, and complete redstone-style simulation.
## Originality and assets
The named product is a reference for general workflows only. Use an original product name, visual identity, wording, layout, and assets. Do not copy proprietary code, branded logos, distinctive screens, private APIs, paid templates, or protected media. Use original or appropriately licensed sample data and assets. Build from this brief rather than scraping the reference service. Do not imply affiliation with the referenced company.
## Implementation quality
- Make every visible control work, with clear loading, success, empty, validation, and failure states. Remove controls for unimplemented features.
- Support the target platform and responsive or resizable layouts where appropriate. Use platform-appropriate accessibility semantics, labels, keyboard operation, visible focus, sufficient contrast, and reduced-motion preferences. Provide alternatives for drag-only interactions.
- Validate inputs at the relevant boundary. Treat imported or user-generated content as untrusted; render it safely. Confirm destructive actions or offer undo.
- Keep state changes reliable across navigation and reloads. Never silently lose edits. Handle persistence and network errors with an actionable message.
- Keep the scope realistic. Prioritize the complete primary journey. If a custom Features section differs from the baseline, update the data model, design, and acceptance checks to match it; explicit custom requirements take precedence over baseline assumptions.
- Provide realistic original sample content and a useful empty state. Keep sample data clearly separate from user-created data.
## Delivery and verification
1. Inspect the repository and outline the implementation in a few sentences.
2. Implement the app and connect its actual data flow. Continue until the primary journey works.
3. Run appropriate checks and test the acceptance cases above on the target platform. Verify responsive layouts and keyboard navigation when browser tools are available. For native projects, build with the available SDK and test an emulator or device when possible; report any missing native verification honestly. For games, verify the rules and gameplay loop, not only the menus.
4. Fix observed failures, then provide the runnable result, setup/run instructions, a brief explanation of what is implemented, and any specific configuration or verification limits.
This is a focused MVP. Do not add billing, AI services, or unrelated features unless explicitly requested in the brief. Start building now.
Change just what matters. Customize a section and keep the rest of the brief included.