STARCRAFT is a 3D voxel survival/adventure game where you get to explore your creativity or survive agaist monsters.
Welcome to STARCRAFT! We are dedicated to providing this game to be fun and adventurous. Whether you are here to explore, learn, or collaborate, this page outlines everything you need to know about our platform.
STARCRAFT started in 2026 as a project aimed at an experiment to see how far we could go with AI by having it code something fun.
"Quote or tagline that highlights your brand's ethos or main motivation."
STARCRAFT is designed for fun and experimenting with AI, looking to see how far we can go with it. This game is an AI project to test its capabilities.
This is a free game with no expenses and no cost. It is a free browser game that will run in any browser.
We welcome community feedback!
MODS
1. Open the MODS panel.
2. Import one .starcraftmod.json file or import a mod folder containing manifest.json and content JSON files.
3. Optional PNG textures can be included in textures/.
4. The game uses declarative JSON packs and does not execute arbitrary JavaScript supplied by mods.
5. Export installed mod data for a backup. Newly added biomes normally require newly generated chunks or a new world.
MULTIPLAYER
The included STARCRAFT_Server backend must be deployed separately for cross-device play. The static HTML alone cannot host a shared 500-player server. Configure HTTPS/WSS and use the same deployed backend URL on each device. The backend capacity is a configured target and has not been load-tested at 500 concurrent players.
Have questions, partnerships, or feedback? We’d love to hear from you!
📧 Email: starlinerstudios@outlook.com
STARCRAFT — Alpha 0.12.0
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FILES
- STARCRAFT.html: complete standalone browser game.
- STARCRAFT.zip: game plus modding kit, project reference folders, test cases, and multiplayer server source.
- STARCRAFT_Modding_Kit.zip: sample mod pack and mod-format guide.
- STARCRAFT_Server/: shared multiplayer server registry and WebSocket relay; deploy separately.
OPENING THE GAME
Open STARCRAFT.html in a modern browser with WebGL enabled. To host the game, upload the HTML to a static HTTPS host. Project Extras are reference documentation and do not affect the standalone HTML automatically.
CONTROLS
- WASD: move; mouse: look.
- P: toggle first-person/third-person perspective (starts in first-person).
- Escape: open/resume the pause menu. Use Save, Save & Leave, or Exit Without Saving as needed.
- E: open/close inventory.
- C: open the crafting panel; look at a crafting table or furnace for station-specific recipes.
- Left Shift: sprint while moving forward.
- Left Control: crouch/sneak; lowers collision height and movement speed.
- Space: jump/swim upward; Left Control dives underwater.
- 1–9: choose hotbar slots.
- Creative: double-jump toggles flight; block breaking has no Survival mining cooldown.
- Survival: hold left mouse to mine; valid blocks drop items into inventory. Use flint and steel on an obsidian portal frame to switch between Overworld and Nether.
ALPHA 0.12.0 — PAUSE/SAVING, NETHER, VILLAGES, AND LOOT
- Escape opens the pause menu, including Save, Save & Leave, and Exit Without Saving. E toggles the inventory closed when pressed a second time.
- Added the Nether dimension with Crimson Forest, Soul Sand Valley, Lava Pits, and Nether Wastes (called “Netherlands” in the original request). Nether terrain has a separate surface map, ceiling/floor bedrock, netherrack, soul sand/soil, bone blocks, lava oceans, and crimson vegetation.
- Added nether fortresses and Nether ruin structures. Fortresses in Lava Pits are raised above the lava surface; ruin debris is not placed under the lava ocean.
- Added Piglins, Hoglins, Blazes, and Wither Skeletons with dimension-aware spawning and drops.
- Added flint and steel and a recipe using one iron ingot and one flint. Use it while targeting an obsidian/crying-obsidian portal frame to switch dimensions.
- Survival block breaking collects valid block drops. Air, bedrock, water, and lava are not collected.
- Overworld ruined Nether portal candidate rate is 4% per chunk; village candidate rate is 12% per chunk before biome and terrain checks. Villages aim for 3–30 houses and use wood/material styles suited to the biome. Village Villagers and Iron Golems can spawn around registered villages.
- Previous systems remain: Survival and Creative modes, player skins/3D avatar, P perspective switching, underwater breathing/buoyancy, mobs, crafting/armor, biomes, structures, mod import/export, and multiplayer server source.
MODS
1. Open the MODS panel.
2. Import one .starcraftmod.json file or import a mod folder containing manifest.json and content JSON files.
3. Optional PNG textures can be included in textures/.
4. The game uses declarative JSON packs and does not execute arbitrary JavaScript supplied by mods.
5. Export installed mod data for a backup. Newly added biomes normally require newly generated chunks or a new world.
MULTIPLAYER
The included STARCRAFT_Server backend must be deployed separately for cross-device play. The static HTML alone cannot host a shared 500-player server. Configure HTTPS/WSS and use the same deployed backend URL on each device. The backend capacity is a configured target and has not been load-tested at 500 concurrent players.
WORLDGEN AND STRUCTURE RATES
- Ruined Nether portals: 4% candidate roll per Overworld chunk.
- Villages: 12% candidate roll per Overworld chunk; only eligible land biomes and suitable pads place a village.
- Pillager outposts: 0.8% candidate roll, with additional suitability filters.
- Nether fortress: 1.2% candidate roll in Nether chunks.
- Nether ruin: 1.5% candidate roll in Nether chunks, except Lava Pits.
- Since rates are candidate rolls and terrain/biome rules can reject placement, observed placed frequency is lower. Village target size is 3–30 houses.
- World depth is Y=-60; deepslate starts at logical Y=0.
VALIDATION NOTES
Static JavaScript syntax and ZIP/archive consistency checks are performed on each edited release. Full 3D gameplay still requires testing in a WebGL-enabled browser; successful syntax checks do not prove every runtime behavior is bug-free.