
Artificial Island
Controls Click tiles to moveMouse wheel to zoomHold left mouse button and move the mouse to move the cameraHold left mouse button to open the context menu for actionsF11 for fullscreenResize the window to see how the game will look on smart phones (Targeted) features are; Roguelike Survival Single player Thousands of living, thinking, building NPCs Procedurally generated one huge map Colonies of different NPC groups Psychological system for every creature Real economical lawsPlayer is not more advantageous than any NPC“The total amount of mass and energy in the universe is constant”. First law of thermodynamics implemented Every creature in the game either has a mother and father, or is created by necromancers No plant will ever grow if it’s seed is not sowed by another plant Realistic inventory capacity; weight and bulk system Quest system according to NPCs’ needs No class and ability system. No threshold for capabilities like “15 swordsmanship for Tornado Strike”. Capabilities are mathematically calculated, each point matters. Skills will erode with time, and gained by practice No HP. Simplified anatomy is used instead Damage does not dramatically increase with higher skills. For example, if two characters with high “swordsmanship” skills fight, most of the battle will pass with “parries” and “dodges”. After one or two direct hits, one of the two characters will bleed to death DNA system No end game & no bosses. If the strongest creature in the game is slain, a stronger creature with better genes will come out after one or two generations (most probably) Realistic fire & spread of fire Realistic spread of temperature Day & night system, weather system, four seasons Crafting system Farming Fantasy/medieval simulationNo music, just ambient sound The game written for Windows, Linux, Mac OS X, Android and iOS. Only mouse input is used in desktop, and touch events are used in phones; to make it possible for all operating systems to have exactly the same version of the game without any ports written. The game and the engine is coded in C++, to keep it efficient; to make it possible for even old smartphones to handle a huge world with thousands of NPCs in it. There are currently none (zero) DLL dependencies, and the zipped game size is just 472 kb, including all contents. Programmed by Çağlar CanGraphic art by Aryen Sangha
Çağlar Can View creator →