Evolve your primitive hunter gatherers through thousands of years of technological advancement. Feed, protect and grow your tribe, build towns and industry, and advance through the ages in this first person civilization builder for PC. Play with your friends in co-operative or competitive multiplayer, all on a procedurally generated planet larger than Earth.

Sapiens is currently in the very early stages of development. Closed alpha testing is expected to begin early 2019, a closed beta later that year, and a full release on Steam some time after that.

If you are interested in helping with early pre-release testing, please join the discussion here on the forums, as we will be recruiting testers from within this community later in the year.

And if you just want to keep an eye on development, news will be posted here on this page, there are semi-monthly video dev blogs on YouTube, you can like us on Facebook, or you can follow the developer @majicDave on Twitter.


Development Update #11 - Progress Again

After weeks of Vulkan work, just trying to get back to where I was, it feels amazing to be making good progress again. (Read More...)

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Video Devblog #24 - Porting from OpenGL to Vulkan

For the past 6 weeks or so I’ve been mostly working on porting the rendering engine from OpenGL to Vulkan. In this video I explain my reasons for taking on all of this extra work, and talk about some of the challenges and surprises I enc... (Read More...)

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Development Update #10 - Vulkan

Sorry about the lack of updates, I've been away for a couple of weeks. I'm back to work now though, and my current job is to port everything over from OpenGL to Vulkan. (Read More...)

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Video Devblog #23 - A whole new world (and a new name)

In this video I announce the new name! I’ve been very busy entirely changing the look, adding a female cave person, starting on the research system, and more. (Read More...)

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Development Update #9 - New office

There isn't really anything new to show off this week, and that's why I skipped last week's update too, but it must be time for a post anyway. (Read More...)

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Development Update #8 - A whole new look!

Goodbye flat shaded low-poly dullness, hello fancy new smooth leafy awesomeness! (Read More...)

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Development Update #7 - Tribes

This week there are now little groups of people scattered around the world. When you first join or create a world, you look around to find a tribe you would like to lead. It's a nice way to begin the game, and those AI tribes can stay th... (Read More...)

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Video Devblog #22 - Dirt Houses

The cavemen can build themselves little houses now, and find their ways around holes in the ground. There’s also a new way of generating rivers, much faster terrain generation and a bunch of other little tweaks and fixes. (Read More...)

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Development Update #6 - Houses

This week we can finally build houses! They're still very simple, but they have floors, walls, doorways and a roof, everything a caveman needs to stay warm and dry under the everlasting sunny skies (one day I'll add rain!) (Read More...)

Development Update #6 - Houses feature image

Development Update #5 - Grass and Rivers

This week I worked on grass and rivers. Initially I just wanted to automatically remove the grass when you build floors. But once I got that working, I got a bit carried away tidying up the grass code and added new grass types, as well a... (Read More...)

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Development Update #4 - Limp

Kia ora! This is the first weekly update in 5 weeks. I know. Sorry! I went on a big surfing holiday in Indonesia, and when I go away, everything stops. But I'm back to work now, and I've made some good progress this week. (Read More...)

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Video Devblog #21 - Grassy Goodness

After finding some music that fitted the game, I realized the UI looked terrible, and gave it a makeover. I also implemented a snapping mechanic for building floors, added new stockpiles, and some new grass. (Read More...)

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Development Update #3 - Stockpiles

This week I've mostly been working on stockpiles. One thing I'm keen to avoid in Ambience is any kind of inventory management. So instead of stacks of items in UI slots in chests or baskets, the resources you find, grow, or craft will al... (Read More...)

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Video Devblog #20 - Mammoths By Firelight

In this video I show the new mammoth models, changes to the digging and order queuing interfaces, and the new particle engine and light sources. I’ve also added the concept of a selected person, to make it easier to direct them around in... (Read More...)

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Video Devblog #19 - Digging & Building

In this video I show the new interface for modifying the terrain by digging and filling, and show the new experimental dirt floors and branch walls. (Read More...)

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Video Devblog #18 - Eating Apples

In this video I show the new morph target based random face generation, the new concept of hunger, and picking and eating apples from trees. (Read More...)

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Video Devblog #17 - Rivers & Campfires

I’ve been working on the terrain generation again, and this video shows off the new rivers. I’ve also got the cavemen building campfires, one rock/branch at a time. (Read More...)

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Video Devblog #16 - Chopping & Gathering

In this latest video devblog, I’ve populated the world with new plant and tree models, and worked further on the orders system, with a few new orders now available. (Read More...)

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Welcome To Ambience

Ambience has been in development for a couple of years already, but most of the work so far has been in creating a custom game engine. Until now there has been no real gameplay, just a world renderer. But that is all changing in 2018 (Read More...)