Living Worlds
An open-world ecological civilization game where evolution, genealogy, and ecology are not lesson modules. They are the systems that govern the world across human and animal generations.
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What makes it different Every simulated organism can have parents, offspring, inherited traits, a life history, and descendants. The player can follow one animal across time while a human family, a settlement, and an ecosystem develop together.
- Species arrive when the habitat can support them rather than when the player reaches an arbitrary level
- Visible variation, inheritance, mutation, survival, and reproduction allow populations to change over generations
- Domestication emerges from repeated interaction and selective pressure, including a possible wolf-to-dog lineage
- The player character ages and dies, then play continues through a descendant who inherits the changed world
- Ecology becomes part of the civilization technology tree: healthy systems create the conditions for new capabilities
Players learn through consequences. Removing wolves can change deer abundance and forest regeneration. Favoring tolerant wolves can begin domestication. The simulation creates the question “Why did that happen?” and gives the player tools to investigate it.