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Yardcraft

by Yard
Yardcraft preview
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A multiplayer voxel sandbox you can run as your own. Players open a link and they're in, with no download and no account needed: a 4096 × 4096 block world of hills, mountains, beaches, lakes and forests, shared by everyone in it. Break and place blocks, fill your hotbar, and build with whoever's online. Every block someone changes appears on everyone else's screen the moment it happens. It ships with guest and signed-in play, a database, a realtime room per world, survival and creative modes, custom skins, and desktop and touch controls, all running on Yard.

Features

  • One huge shared world: 4096 × 4096 × 96 blocks, streamed to each player in 16 × 16 chunks as they move. Name a world in the link (?world=castle) and anyone with that link builds in a separate world
  • Survival and creative: survival has 10 hearts, fall damage, health that comes back slowly, harder blocks that take longer to break, and blocks that drop as items you pick up. Creative has every block in the inventory and lets you double-tap jump to fly. Switch with /gamemode
  • Building blocks: grass, dirt, stone, sand, logs, leaves, planks, brick, glass, and lamps that light up the dark, with water in lakes and seas
  • A full inventory: a hotbar and main grid, stacks you split and drag, items you throw with Q, and dropped items that roll, can be picked up by anyone, and vanish after five minutes
  • Mobs that live in the world: garden gnomes appear on grass in daylight, wander about, run when hit, and drop strawberries you can eat to get health back. In creative, /summon gnome brings them to you
  • Day and night: a 20-minute day, with a sun, moon and stars, on one clock everyone in the world shares
  • A fresh world every 10 minutes: a countdown shows when the world resets to new terrain, and everyone online moves to the new spawn together
  • Players you can see and hit: other players walk, sneak, swing and take punches, with critical hits while falling and knockback
  • Your own character: pick a name and one of the preset skins, or upload any Minecraft-format skin (64 × 64, or old 64 × 32), and see it on a live, draggable preview. Classic and slim arm models
  • Chat and commands: /help, /who, /spawn, /kill and /time, plus /restart [seed] for your team only
  • Desktop and touch: WASD and mouse, or a joystick and buttons on phones and tablets, with first and third person views
  • Options remembered per browser: look sensitivity, field of view, render distance, shadows and shadow quality, volume, inverted mouse, auto-jump, and an F3 debug screen
  • Embeddable: with ?embed, the game runs inside another page, joins the world only while it's on screen, and leaves once it has been out of view for 20 seconds

Built on Yard

  • Yard Auth: anyone can play as a guest straight away. Signing in keeps your name, skin and inventory, and a guest's inventory moves to their account when they sign in
  • Hosted service: one fetch handler serves the game, the profile API and uploaded skins, and hands each player's connection to their world. There's no server to run or scale
  • Rooms: each world is its own realtime room, holding its players, block edits, dropped items and mobs. Mobs act on the room's alarm only while someone is connected, so an empty world costs no compute
  • Database: character profiles and uploaded skins live in the project's own SQLite database, and migrations apply themselves on deploy
  • Pricing: a single Free tier. Anyone can play without paying

Technical details

  • Plain JavaScript ES modules and three.js, bundled and minified by esbuild into one script and one stylesheet: about 160 KB gzipped, loaded in two requests. The built files are committed, so the repository deploys as it is
  • Terrain comes from the seed alone, so every client builds the world itself, and only block edits travel over the network and get stored, indexed by chunk
  • The server runs the same terrain code, so it knows what any broken block really was. It checks every edit, counts placed blocks against the inventory, and undoes a refused change on the player's screen
  • Health, damage, drops and mobs are decided on the server. Clients only draw what it says
  • Mobs find their way and move along paths on the server, and clients play those paths back smoothly
  • Textures, skins, mob models and sounds are all generated in code, so the game ships no image or audio files
  • Uploaded skins are checked server-side, capped at 64 KB, and stored once per distinct image, keyed by a hash of the PNG

Requirements

A Pro plan, for the hosted service, database and rooms. Yard Auth is included.

Yardcraft is free to play: the project has a single Free tier and no payments.