Living ecology
Trees grow, reproduce, die, become deadwood, and interact with secondary ecology such as animals and insects.
A multiplayer world built around ecology, exploration, gathering, crafting, NPC production, community infrastructure, and an economy designed to keep circulating after players log out.
Currently in private prototype development. Public accounts and client downloads are not open yet.
The prototype is being built so resources, wildlife, terrain, infrastructure, and economic activity can influence each other instead of existing as isolated game loops.
Trees grow, reproduce, die, become deadwood, and interact with secondary ecology such as animals and insects.
World state is stored server-side so terrain, resources, and infrastructure can survive restarts and player absence.
Gathering, crafting, NPC production, roads, towns, repair, and trade are intended to form one connected economy.
The current build is focused on authoritative multiplayer simulation, chunked persistence, ecology, interaction systems, and the foundations needed for a large persistent world.
Chunk residency, persistence, terrain state, trees, chickens, resources, and sleeping-world catch-up.
Persistent inventory, equipment, position, skills, and account-linked character state.
Windows and Linux builds, launcher updates, account login, and public testing infrastructure.