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S&World
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New — just published
A pixel god simulator. Raise land, seed life, watch kingdoms rise and fall, or wipe it all with a meteor.
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hard_drive
9 MB
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153 files
build
Engine v28
bolt
Updated recently
About This Package
S&World
A pixel world in a box, and you are the god of it.
Every world starts empty. No creatures, no villages, no story. What happens next is
whatever you put there and whatever it does on its own afterwards.
Shape the land
Raise mountains, carve valleys, paint biomes, plant forests. Water is not decoration:
it only flows where you open a path for it. Dig a channel from the sea and it fills
your valley. Dig a pit in the middle of nowhere and it stays dry stone.
Seed life
Drop humans, wolves, bears, sheep, foxes and rabbits anywhere. They hunt, eat, freeze,
fall in love, raise children and die of old age. Every creature carries traits that
pass to its offspring, so a lineage drifts over generations.
Watch civilisation build itself
Humans found villages, take up trades, chop wood, mine stone, farm, forge weapons,
write books and worship. Villages grow into kingdoms, kingdoms split into cultures,
faiths and languages. Nothing is scripted: a village that runs out of food really
starves, and a kingdom that grows past what its king can hold really falls apart.
Then break it
Armies march behind their captains. Sieges take months and can be broken by relief.
Villages rebel, kingdoms fall, cities burn. Or skip the politics and call down a
meteor: the crater stays on the map for centuries, scorched and bare, until the grass
slowly creeps back in.
Features
- Living tile world with terrain, biomes, vegetation and flowing water
- Six species with inherited traits, hunger, ageing and breeding
- Villages, jobs, resources, buildings and construction
- Kingdoms with kings, village leaders, cultures, religions, languages and clans
- Wars, armies, captains, sieges, rebellions and conquest
- Ages of history that arrive from what your world actually did
- World laws: switch whole systems on and off mid game
- Disasters: meteors, lightning, wildfire, plague, drought, earthquakes
- 42 divine powers, some earned rather than given
- Achievements, a bestiary and divine points that unlock new powers
- A soundtrack that follows the mood of your world
- Full save and load
- English and Russian
A pixel world in a box, and you are the god of it.
Every world starts empty. No creatures, no villages, no story. What happens next is
whatever you put there and whatever it does on its own afterwards.
Shape the land
Raise mountains, carve valleys, paint biomes, plant forests. Water is not decoration:
it only flows where you open a path for it. Dig a channel from the sea and it fills
your valley. Dig a pit in the middle of nowhere and it stays dry stone.
Seed life
Drop humans, wolves, bears, sheep, foxes and rabbits anywhere. They hunt, eat, freeze,
fall in love, raise children and die of old age. Every creature carries traits that
pass to its offspring, so a lineage drifts over generations.
Watch civilisation build itself
Humans found villages, take up trades, chop wood, mine stone, farm, forge weapons,
write books and worship. Villages grow into kingdoms, kingdoms split into cultures,
faiths and languages. Nothing is scripted: a village that runs out of food really
starves, and a kingdom that grows past what its king can hold really falls apart.
Then break it
Armies march behind their captains. Sieges take months and can be broken by relief.
Villages rebel, kingdoms fall, cities burn. Or skip the politics and call down a
meteor: the crater stays on the map for centuries, scorched and bare, until the grass
slowly creeps back in.
Features
- Living tile world with terrain, biomes, vegetation and flowing water
- Six species with inherited traits, hunger, ageing and breeding
- Villages, jobs, resources, buildings and construction
- Kingdoms with kings, village leaders, cultures, religions, languages and clans
- Wars, armies, captains, sieges, rebellions and conquest
- Ages of history that arrive from what your world actually did
- World laws: switch whole systems on and off mid game
- Disasters: meteors, lightning, wildfire, plague, drought, earthquakes
- 42 divine powers, some earned rather than given
- Achievements, a bestiary and divine points that unlock new powers
- A soundtrack that follows the mood of your world
- Full save and load
- English and Russian
Loading Screen
1
Users Online Now
65
Total Users
79
Total Sessions
1.3 days
Total Playtime
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Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
1m - 2m
1
2m - 4m
1
16m - 32m
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32m - 1.1h
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2.1h - 4.3h
1
Package ID:
reg.s_world
Created:
2026-08-14 14:46 UTC
Updated:
2026-08-15 22:26 UTC
Type:
game
Public:
Yes
Version:
342213
files:
153
Size:
9.5 MB
Engine Version:
28
Asset Version ID:
342213
Version Created:
2026-08-15 22:26 UTC
Hash:
1786832791
Manifest: Open manifest
Error Rate:
1.96%
Multiplayer:
Unknown
Versus:
Unknown
Co-op:
Unknown
Max Players:
1
Min Players:
1
Tick Rate:
50
Game Network Type:
Multiplayer
Map Select:
Unrestricted
Map List:
facepunch.flatgrass
Rank Type:
None
Per Map Ranking:
false
Leaderboard Type:
None
Cs Proj Name:
Startup Scene:
scenes/minimal.scene
Resources:
ui/*.png
ui/powers/*.png
lang/*.json
Game Settings:
Code Package References:
Ships, Wars and Land
Aug 16, 2026
Added
- Ships: a village with docks launches an expedition ship that explores the sea and lands settlers on unclaimed shores
- Villages tab: a dossier of any village, orders to set two kingdoms at war or make them sign peace, plus laws, chronicle and settings in one strip
- Land is captured over time: warriors have to hold the ground while crosses spread across the zone, and defenders can push them back
- Conquered land gets settled: the winner sends people and guards to live there right away
- Raiding: an enemy army burns the buildings it walks past and carries the loot home
- Renaming: click a village name and give it your own, it sticks until the village dies
- Picking a village from the list flies the camera to it
- The kingdom your order will hit is outlined in blinking red
- Creatures swim, straits and open water are no longer walls
- A village that cannot populate its land gives it up, and neighbours take it over
- A dying village leaves ruins behind, and the winner of the war inherits all of its land
Improved
- All 42 powers are available from the start, achievement points are a score and not a currency
- Villagers use the whole territory of their kingdom instead of a circle around the bonfire
- Every worker claims his own tile, so a village spreads over the land instead of piling onto one tree
- Workers change trade when their land has no work left for it, and job quotas shrink with the land
- A village stops growing past its housing and only takes newcomers when there is room
- Villages raise several buildings a month and settle the land they captured
- Any profession can be conscripted, recruiting is faster, armies march at half strength
- Formation width scales with the size of the army instead of a fixed four
- A war ordered by the player raises armies at once instead of next month
- With no enemy villages left, armies march on the enemy land that remains
- Everyone nearby joins a fight instead of watching a duel
- Creatures walk around obstacles instead of turning back
- Capture progress waits a year for the army to return instead of resetting the moment it leaves
- Ships are drawn twice as large
- Panels open in the middle of the screen, with bigger text and their own scrolling with arrows
- Fewer tiles are repainted each frame and creatures off screen are skipped
Fixed
- Creatures stacked on top of each other
- Creatures stalled at the shoreline, in corners and on small islands
- Entering water teleported the creature straight back onto land
- A zone being captured could vanish because its owner gave it up the same month
- Capture crosses hung on the map forever over a siege nobody was holding
- A crowd of civilians could hold a zone against an army, now only warriors decide who holds land
- The world started paused
- Entering a world opened a random panel instead of the creature brush
- The save button stayed on "Saved" forever, it now shows the year of the save
- Panels could be dragged around by their content, rows were squeezed and their text spilled out
- Arrows of wars that ended long ago stayed on the map
- A power stayed in hand while a menu was open, so clicking to close it changed the world
- Brush size jumped to a bigger one when switching powers
- A village left without land crashed the world tick, and so did founding one at the edge of the map
Removed
- Powers locked behind achievements