Spring
Winter cover recedes, the canopy returns to green, and the growing year begins again.
Survive a world that keeps changing.
An infinite world built from 50 cm micro-voxels. Fell trees, divert water, read the weather, and grow food before winter closes in. You begin with nothing but the landscape, the wildlife, and what you can make with your own hands.
The calendar is more than a colour filter. Weather changes the land, the land changes what grows, and every season asks you to prepare for the next.
Winter cover recedes, the canopy returns to green, and the growing year begins again.
Plant, water, and build a food reserve while the warm season keeps the land productive.
Deciduous trees turn at different times as the last reliable harvests warn that winter is close.
Rain becomes wind-driven snow. Cover builds on exposed ground and foliage while most crops stop growing.
Agriculture grows directly out of the survival simulation. The same rain that chills an exposed player can water a field; the same winter that covers the valley can halt its growth.
Six berry crops begin the First Age farming roster, including poisonous holly for survivors who fail to learn what they plant.
Sky-exposed farmland drinks from passing weather.
A river or pond can passively irrigate a close plot.
Fire clay into a vessel and carry water where the land is dry.
Keep a wild bush for renewable berries, or destroy it for a chance at species-specific seeds.
Work dirt or grass into farmland with a stone hoe, then sow a seed into the prepared ground.
Rain, nearby water, and a fired-clay watering can all feed the same farmland moisture.
Watch crops pass through visible stages, harvest the ripe food, and tend them as they produce again.
The world is built from interacting systems rather than scripted set dressing. Your choices leave marks, open paths, and sometimes bring everything down.
Cut through a trunk and the whole tree gives way, leaving grounded wood to recover.
Break into the edge of a pool and water moves into the space you exposed.
Shelter is built from ordinary world blocks. Remove the wrong support and the structure collapses.
Rain and wind build wetness and cold outside; a solid roof keeps the weather off.
Pick up your first stick and stone.
Strike stone into blades, axes and points.
Warmth, light, and a way to cook what you gather.
Forage the wild and read the movement of prehistoric animals.
Raise mud and wood walls before night and cold set in.
Till, sow, harvest, and build a reserve for winter.
They are participants in the simulation, not background decoration. Herds flee together, packs share alarm, and every hunt is a choice between meat and materials gained or becoming food yourself. These in-development renders come directly from the game's creature prototype pipeline.








A tribe's totem claims the surrounding land. While it stands, only members of that tribe can build, break, or reshape anything inside its boundary.
Claimed land gives your tribe protected ground for shelter, stores, farms, and everything needed to endure the seasons together.
A valuable claim makes your totem a target. Rival players threaten its borders while wild dinosaurs stalk the world beyond them, so protecting your land becomes imperative.
Progress is physical: knowledge, tools, shelter, and a home that exists in the world rather than on an upgrade screen.
Knap stone into working edges, then assemble the tools that unlock shelter, hunting, and cultivation.
A flame is warmth, light, cooked food, fired clay, and the beginning of industry.
Animals herd, flee, hunt, and share danger. Approach from the wrong direction and the whole group may react.
An infinite deterministic landscape streams around you and preserves the home you carve into it.
Evolve is being built in the open. Explore the items, blocks, and recipes exported directly from the game while the world takes shape.
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