S&World

thumb
Identreg.s_world
Created
Updated
Latest Version 344508 2.1 MB ~6
Tags chaos civilization evolution godgame kingdoms pixel sandbox simulation strategy worldbuilding
Links s&box
SummaryA pixel god simulator. Raise land, seed life, watch kingdoms rise and fall, or wipe it all with a meteor.
Description
S&World A pixel world in a box, and you are the god of it. Every world starts empty. No creatures, no villages, no story. What happens next is whatever you put there and whatever it does on its own afterwards. Shape the land Raise mountains, carve valleys, paint biomes, plant forests. Water is not decoration: it only flows where you open a path for it. Dig a channel from the sea and it fills your valley. Dig a pit in the middle of nowhere and it stays dry stone. Seed life Drop humans, wolves, bears, sheep, foxes and rabbits anywhere. They hunt, eat, freeze, fall in love, raise children and die of old age. Every creature carries traits that pass to its offspring, so a lineage drifts over generations. Watch civilisation build itself Humans found villages, take up trades, chop wood, mine stone, farm, forge weapons, write books and worship. Villages grow into kingdoms, kingdoms split into cultures, faiths and languages. Nothing is scripted: a village that runs out of food really starves, and a kingdom that grows past what its king can hold really falls apart. Then break it Armies march behind their captains. Sieges take months and can be broken by relief. Villages rebel, kingdoms fall, cities burn. Or skip the politics and call down a meteor: the crater stays on the map for centuries, scorched and bare, until the grass slowly creeps back in. Features - Living tile world with terrain, biomes, vegetation and flowing water - Six species with inherited traits, hunger, ageing and breeding - Villages, jobs, resources, buildings and construction - Kingdoms with kings, village leaders, cultures, religions, languages and clans - Wars, armies, captains, sieges, rebellions and conquest - Ages of history that arrive from what your world actually did - World laws: switch whole systems on and off mid game - Disasters: meteors, lightning, wildfire, plague, drought, earthquakes - 42 divine powers, some earned rather than given - Achievements, a bestiary and divine points that unlock new powers - A soundtrack that follows the mood of your world - Full save and load - English and Russian
S&World A pixel world in a box, and you are the god of it. Every world starts empty. No creatures, no villages, no story. What happens next is whatever you put there and whatever it does on its own afterwards. Shape the land Raise mountains, carve valleys, paint biomes, plant forests. Water is not decoration: it only flows where you open a path for it. Dig a channel from the sea and it fills your valley. Dig a pit in the middle of nowhere and it stays dry stone. Seed life Drop humans, wolves, bears, sheep, foxes and rabbits anywhere. They hunt, eat, freeze, fall in love, raise children and die of old age. Every creature carries traits that pass to its offspring, so a lineage drifts over generations. Watch civilisation build itself Humans found villages, take up trades, chop wood, mine stone, farm, forge weapons, write books and worship. Villages grow into kingdoms, kingdoms split into cultures, faiths and languages. Nothing is scripted: a village that runs out of food really starves, and a kingdom that grows past what its king can hold really falls apart. Then break it Armies march behind their captains. Sieges take months and can be broken by relief. Villages rebel, kingdoms fall, cities burn. Or skip the politics and call down a meteor: the crater stays on the map for centuries, scorched and bare, until the grass slowly creeps back in. Features - Living tile world with terrain, biomes, vegetation and flowing water - Six species with inherited traits, hunger, ageing and breeding - Villages, jobs, resources, buildings and construction - Kingdoms with kings, village leaders, cultures, religions, languages and clans - Wars, armies, captains, sieges, rebellions and conquest - Ages of history that arrive from what your world actually did - World laws: switch whole systems on and off mid game - Disasters: meteors, lightning, wildfire, plague, drought, earthquakes - 42 divine powers, some earned rather than given - Achievements, a bestiary and divine points that unlock new powers - A soundtrack that follows the mood of your world - Full save and load - English and Russian
Votes 46 3 63
Error Rate0%
Loading Screen Mediahttps://cdn.sbox.game/org/reg/s_world/loadingscreen/3fed79cd-7c4c-4cd3-92ed-423f14d93d80.mp4
Reviews
5 reviews
40% Recommended (2) 60% Promise (3) 0% Needs Work (0)
Usage
2 active now 513 players 611 sessions 329 hours playtime 32 minutes avg session
CCU sampled Totals captured
Data
{"SinglePlayer": true}