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 primitive 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.
Walk the paths beside your people, as you lead from down amongst them.
Find new resources and send your sapiens to investigate, leading to new breakthroughs which unlock new things to build and craft.
Instruct individual sapiens to focus on specific tasks, and watch as they learn new skills, making them more valuable to your tribe.
Build shelters, both to keep your sapiens happy, and to preserve food and resources. Every wall, roof, seat or fireplace can be placed individually. Every tree, log, plank or rock can be removed or placed, and the terrain can be dug, mined or filled to shape the world the way you want.
Send sapiens over long distances and establish camps to gather far away resources. Create transportation networks to bring those resources back to your base for processing or storage. Send a group to explore over great distances, or conduct a hunting mission. Take down a mammoth to feed and clothe your tribe for months, but know that you may lose some sapiens trying.
Development on Sapiens is progressing nicely, and its currently in closed alpha. There will be a public Early Access release in early 2022.
The game is really starting to come together with lots of refinements in the gameplay and UI. I've also been working on the sapien models and animations, and in this video I go into some specifics of how the models have developed over ti... (Read More...)
The first alpha testers are creating some pretty large tribes which has exposed a number of issues. This video shows some of the problems and solutions I've found around pathfinding and AI, as well as some new content and mechanics that ... (Read More...)
I decided it was time to increase the detail of the terrain, both in the map and in the distant hills and mountains. It was a bit tricky, and in this video I explain some of the techniques I used to pull off. (Read More...)
This time I started by working on the new tech tree, with a big overhaul of the skills system making it easier to tell your sapiens what to do. Then I made some major improvements to the grass and tree foliage rendering. (Read More...)
If you've been crying out for more gameplay, here it is! Here are two videos showing a full developer play through of the game in its current state. The game is still quite rough around the edges, but this should still give you an idea o... (Read More...)
This time I focussed on AI, getting the sapiens to find comfortable places to sit when they want a rest, and looking at things of interest. They also have basic multitasking, allowing them to wave at each other while walking or sitting. ... (Read More...)
It's the alpacalypse! I decided to add alpacas to start heading in the right direction content-wise, and then I got hunting up and running again. While working on this, I sent Moku off on a mission to fetch pine cones, and hit few probl... (Read More...)
I've added a number of new animations to Sapiens over the past couple of weeks. In this video I go behind the scenes to show my process and workflow for creating animations and importing them into my custom engine. (Read More...)
This time the focus has been on a new mini-map radar view for selecting multiple objects. I've also started working on individual personalities, variations in the motivations and behaviors for nomad tribes, and the ability to recruit nom... (Read More...)
With the addition of farming, seasons, life cycles, genetics, improved AI, house building, full modding support, chickens, hunting, crafting, and a whole bunch more, 2019 Was a very productive year. (Read More...)
Farming is the next feature I want to work on, but for the planting, growing, fruiting, and harvesting cycles to make any sense, I needed to add seasons. It went really well and the new varying seasons make the world feel a whole lot mor... (Read More...)
In this video I show the new map mode that allows quick zooming between space and your sapiens on the ground. The global map is also now used to locate a starting location and tribe for the game. I'll talk a bit about how the terrain eng... (Read More...)
In this video I show the new Steam Workshop support, and talk about how the mod environment works for both mod developers and players. I've also overhauled the particle engine and added a new tag based system for biomes. (Read More...)
Rivers can be a bit of a problem with procedural terrain, so instead of trying to calculate rivers on top of perlin noise based terrain, I've instead started with the rivers and built the terrain up from there. (Read More...)
This time I've been working on the building mechanics and the crafting of a simple hand axe and stone spear. There are also many little improvements in the UI, especially around the display of tasks that can't be completed. (Read More...)
Over the last couple of weeks I've been focusing on making the game more enjoyable to play, with usability improvements and lots of little bug fixes and tweaks. I've also added primitive thatch houses. Don't forget to wishlist on Steam! (Read More...)
What is this game? Will you be able to go to space? Can I beta test? Why did you make your own engine, are you crazy? It is time to explain in more what this game is all about, and what my future plans are. Hopefully this clears up a few... (Read More...)
The chickens are back! This time they can move around, run away from near by sapiens, and the sapiens can use small rocks to hunt them. I've also been working on the skill system, adding specializations and changing how tasks are priorit... (Read More...)
Sapiens now has a shiny new Steam page! A couple of weeks ago, YouTube started featuring the Sapiens 4 years of development summary video. Since then, the game has been getting a huge amount of attention, and the videos have been viewed ... (Read More...)
This month the user interface received a total overhaul, so now every panel and button is rendered as a 3D mesh, and lit in-game. The sapiens are now eating and sleeping, the building process has more detail, and the skill system is impl... (Read More...)
Until now, the sapiens have had a sort of hive mind, where they magically know exactly who should chop down a tree and carry what where. In this video I show the new AI where they actually think individually and react to what is in their... (Read More...)
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...)
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...)
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...)
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...)
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...)
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...)
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...)
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...)
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...)
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...)