WorldGame
States fail when space, time, and throughput stop scaling — not from unrest or politics.
WorldGame is a materialist, logistics-first world simulation set in the Late Middle Ages (1300–1500, no gunpowder). Power is limited by physics and geography, not opinion. You grow settlements into states by designing production networks and transport capacity that scale across space and time. Success comes from building systems that remain legible and resilient under pressure.
The project is currently in the design specification and pre-alpha stage. All game systems are defined as design documents, YAML schemas, and reference tables, with a working engine prototype and 3D client.
Design Pillars
Logistics as Ceiling
Transport capacity limits power, not money. Road throughput, river barges, and warehouse buffers define what your state can sustain.
Production Chains
Multi-step production from raw extraction to finished goods. Deterministic formulas — no random rolls, no hidden modifiers. Every output is traceable.
Spatial Growth
Begin with 100 settlers and a caravan. Build a subsistence village, then structured towns, then interconnected regions. Over-extension is mechanical, not political.
Deterministic Simulation
Integer math, seeded randomness, reproducible outcomes. Stock-and-flow mechanics for all population and economic behavior — no individual agents.
Learn More
Read the story of how WorldGame is being built with AI-assisted design. Or download the pre-alpha to try the current prototype. Found a bug? Report it here.