
Sculpt a tiny pixel world, seed it with life, and watch civilizations rise on their own. Kingdoms war, trade, and crown kings; dynasties fall to rebellion; whole ages turn. A cozy god-game sandbox where the story isn't scripted — it's discovered. No goals, no clock. Just a tiny world that lives.

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Civilizations emerge on their own — villagers found settlements, take up professions (farmer, lumberjack, miner, hunter, builder, warrior), and grow through race-themed housing from a single hut to castles, elf palaces, orc fortresses, and dwarf keeps.
Kingdoms wage real wars: armies muster, march across the map, lay siege, raze enemy towns, and sue for treaties and tribute while you watch from above.
Auto-discovered trade routes thread the world together, with merchants ping-ponging goods between distant villages.
Religions are founded, vassal bonds and pacts are sworn, and rebellions boil up from the unhappy — no two worlds politick the same way.
Settlers board colony ships and cross the ocean to found daughter colonies on distant shores.
Every village advances through eight full tech ages — Stone, Bronze, Iron, Medieval, Industrial, Modern, Digital, and Future — each unlocked by real progress: build a Smelter to reach the Iron Age, a Forge for Medieval, a Town Hall for Industrial, a Factory, a Power Plant, a Tech Campus.
120+ building types appear era by era: farms mechanize and go vertical, markets grow into supermarkets and malls, dirt paths become paved roads and highways, torches become streetlamps, and huts end up as apartment blocks and skyscrapers.
Advanced kingdoms field real hardware — tanks roll out of army bases, jets scream off airport runways, cars fill the streets.
Each age has a Wonder of the World: one kingdom per world can raise it and stake its claim on history.
Inspect any creature to read its name, personality traits, profession, equipment, and full family tree.
Kings sire bloodlines; thrones pass down; a botched succession can crack a kingdom open into civil war.
Legendary figures rise on their own — heroes and tyrants whose deeds are sung in a spotlight beacon and written into legend.
Heraldry and kingdom identity give each rising power its own colors and character, and villages throw festivals with fireworks when their towns hit milestones.
Read it all back in a living Chronicle — a world-history log of births, betrayals, battles, and collapses — plus a politics screen and population graphs.
Raise and lower land, pour water, lava, and ice, and paint biomes — forest, jungle, savanna, desert, swamp, tundra.
A live procedural terrain shader paints it all; rivers carve their own paths through hydraulic erosion, and fire spreads tile to tile through anything that will burn.
Seasons turn, weather rolls in, lightning cracks, blizzards and droughts bite, and a day/night cycle sweeps across the map — with auroras dancing over the night sky.
World Eras bias the whole simulation into chapters — an Age of Sun drought, an Age of Tears deluge, a creeping Dark Age — so history itself has moods.
Five world sizes and five terrain templates, from a tight island to a huge continent.
30+ creatures: humans, elves, orcs, dwarves, bandits; cows, sheep, chickens, deer, horses; wolves and bears; sharks, dolphins, fish, and sea serpents; boar, fox, rabbit, giant spider, troll; and mythics and undead — dragon, kraken, hero, zombie, necromancer.
Creatures carry personality traits — tough, glutton, lazy, fireproof, even cannibal — that genuinely change how they live, fight, and die, and parents pass them down to their children.
Animals spawn and roam wild on their own; civilization and the undead are yours to place.
Rain down catastrophe: bombs, nukes, meteors, the Tsar Bomba, earthquakes, tornadoes that carve the ground under their funnels, volcanoes, floods, blizzards, black holes, plague, acid rain.
Or be merciful: raise mountains, part the sea, summon rain, smite the wicked, bless a bloodline, possess a single creature and walk in its shoes, polymorph a mob into livestock, clone, teleport, or just gild something with a golden touch.
World Laws let you set what kind of god a world even has — toggle disasters, wildlife, aging, war, rebellions, vegetation, and reproduction on or off before you generate. A peaceful botanical sanctuary, or a deathless gladiatorial pit? Each ruleset is baked into its world, so every save is its own experiment.
Six scenarios layer curated starts and goals on the sandbox when you want a challenge: Unite the Continent, Reach the Future, Survive the Apocalypse, hold a Dynasty, outlast the Age of Monsters — or ignore them all and free-play.
Real mod support, no scripting required: drop a folder of plain INI files and PNGs into mods/ and the game picks it up at startup.
Add or override buildings and god powers, retune any creature's stats, reskin any sprite in the game, and tweak simulation tunables — malformed files are skipped safely, never a crash.
There are no goals, no timers, no fail screen. Pick a creature and follow it for an afternoon. Watch a dynasty you've grown fond of get swallowed by the kingdom next door. Snap it all with the built-in screenshot tool and browse your gallery in-game. Light and dark UI, 145 achievements to chase if you want them, 11 languages, original soundtrack and living ambient audio, and so light it runs on pure C and SDL2. A digital ant farm with ten thousand years of drama inside — you just poke at it.
Genuinely emergent history — villages, kingdoms, wars, trade, and collapse all run themselves; the story is discovered, never scripted.
Eight tech ages — Stone to Future, unlocked by real gate buildings, with 120+ era-specific buildings, upgrade ladders, tanks, jets, and one Wonder of the World per age.
Deep civilization sim — professions, tiered cities, religions, vassals, pacts, rebellions, overseas colonies, and trade routes.
Dynasties & politics — kings, bloodlines, succession crises, civil wars, heraldry, legendary figures, and a living world Chronicle.
Per-world World Laws + six scenarios — toggle disasters, aging, war, wildlife, vegetation, and reproduction to bake your own ruleset, or chase a curated goal.
A living landscape — procedural terrain shader, self-carving rivers, spreading fire, seasons, weather, day/night, auroras, and mood-setting world Eras.
30+ creatures with inherited traits — civilizations, wildlife, sea life, wild beasts, mythics, and the undead.
Dozens of god powers — wrath and mercy both, from the Tsar Bomba and black holes to part-the-sea, possession, and blessings.
Mod-friendly by design — add buildings, powers, sprites, and creature tweaks with plain INI + PNG files; no code needed.
Cozy and light — pixel-art charm, light and dark UI, in-game screenshot gallery, 145 achievements, 11 languages, pure C and SDL2.