An instant strategy science fiction simulation survival sandbox game. Players can control individuals, teams, and manage multiple bases. Players can farm, build, excavate, fight, produce, graze, explore, trade, record and pass on knowledge, and can also fly a spaceship to explore the starry sky.
I hope to bring players a game with greater freedom and fun.
Friends who are not convenient to add to QQ groups can also add Steam friends. If you encounter any problems during the game, you can ask us at any time
We provide various capability interfaces for large models, including querying various information, controlling character actions, modifying terrain, creating items and buildings, and more. You can let LLM play the role of an NPC in the game, creating stories, shaping "movies", and so on. The LLM has wisdom and the ability to control things in the game. Whatever you need it to do, you can customize it in the prompt words.
(We do not provide large models. You can refer to the server script provided in the documentation to configure it yourself. After enabling the "World Protocol" to operate the internal state of the game, the game will automatically connect to the local port 8223 to regularly reply to queries and instructions from the large model, and change the internal state of the game accordingly.)
Each planet is a seamless sandbox that can be excavated, built and interacted with ninety billion billion grids in length, width, and height.
Operation, farming and exploration can be simulated in a Z-axis map of almost infinite size, which is not limited to n*n grids.
Some optimization is still needed, but initial support for local area network connectivity is available.
This is also an online real-time strategy game with a z-axis and a map size of 90 billion billion squares.
You can lead different groups with your friends, build your own urban agglomerations, trade, and cooperate to deal with crises in the same vast seamless continuous world.
You can control individual individuals to role-play, collect, log, excavate, build, manufacture, fish, trade, fall in love, explore, and more.
You can control an unlimited number of teams to engage in battles, explore ruins, and run businesses simultaneously.
Various map commands can be added for base management, planning batch collection, logging, excavation, construction, production planning, bulk trade, and more. Classify and manage character behavior, quickly locate individuals and each pile of items
You can operate spacecraft and interact with various celestial bodies.
Following the rules of residence, NPCs have their own life trajectory, family, residence, and property.
From birth to school learning, to getting married and starting a career, one has their own life.
They will eat, drink, and sleep on their own, and they will recommend teachers, guards and management personnel on their own.
The products in the place of residence will also self mobilize the production chain, ensuring the production of local specialties and livelihood materials step by step from raw materials.
In addition to recruiting NPCs as members, you can also recruit them to work for yourself. On the contrary, each character of the player can also go to a neutral place of residence to work.
It is also possible to accumulate foreign exchange through the economic activities of different individuals within the group, and use this to purchase goods from other groups, rather than just bartering.
Players can also place production orders with neutral villages, and they will arrange production on their own.
Under non special circumstances, it can smoothly run hundreds of NPCs and thousands of units including animals.
People communicate information through utterances with frequency and volume that decay with distance, command others, talk about needs, receive and deliver tasks.
Based on signals and timers, automatically move items, produce products, define signal associations, switch item icons, detect temperature, pressure, and water amount, detect passing people, and more.
Everything in the game is definable and can also be expanded like samples. You can customize items, creatures, buildings, production systems, knowledge, skills, combat methods, illness, injury, career experience, tasks, events, preset characters and even relics and large buildings. You can also customize their connections. You can also refer to English translation files for localization in other languages. And even if the modules are interdependent, there is no need for sorting. The built-in visual blueprint editor allows for real-time editing of relics and large buildings. You can refer to the files in the data directory of the game itself for modification and expansion. Many mechanisms have not yet been extensively filled with content, but there are several examples.
You can define scenes at any location on the planet, define events and tasks associated with scenes and times, customize associations between events and characters, and customize supplies and characters at the start time. Create the player's own script.
The game also has multiple pre-set openings, allowing for several different adventures.
Biomass accumulates from the photosynthesis of plants throughout the entire process of germination, growth, fruiting, and diffusion, and is transmitted to the biological chain of plants, herbivores and carnivores.
Plants compete for limited nutrition, and animals must eat real food to survive.
Various animals roam, feed, hunt, build nests, weave nets, and reproduce.
Mountains, plains, hills, water bodies of varying heights, abandoned cities, deserts, swamps, snowcapped mountains, oceans, salt lakes, karst landforms etc. have diverse terrains. The temperature also changes with height.
The story takes place in the distant future.
You can build a spaceship to explore other planets and galaxies.
Whether it is a Terrestrial planet, a gaseous planet or a star, it is necessary to pay attention that the planet without livable transformation requires a considerable level of science and technology to survive.
Knowledge is the prerequisite for skills and production.
Knowledge is the knowledge that each person possesses separately, and it needs to be learned through human guidance and the carrier of knowledge.
New knowledge can be developed from knowledge.
Knowledge can be engraved on stones, written on paper, and print on metal plates.
Knowledge brings skills, skills bring combat methods, and enhances combat methods.
Skill levels can increase attack damage significantly.
People can become stronger warriors through training and combat.
The damage of an attack is divided into different dimensions based on its actual attributes, and the protection provided by equipment is also the same. Clothing made of refractory materials has considerable burn resistance, but may be ineffective for stabbing injuries.
Diet, aging, injuries, and contact with wild animals can lead to diseases that evolve into mild and severe conditions, and may also lead to complications.
Through medication, diseases can be treated, with severe cases becoming mild and mild cases becoming absent, but it may also bring adverse reactions and new complications.
Even in an ordinary battle, untreated infection can take the life of a character.
Even small wild animals can carry deadly pathogens.
Price
Max: 7,79€
~
Min: 5,37€