Fire
Light a spark on dry ground and let the wind decide. Drop a meteor. Raise a volcano. Or ignite the fires of industry for an iron mine under a town you’ve decided to favour.
Coming soon
a god game on a living world
Dyneria simulates a fantasy world from the climate up. Rain falls where the winds carry it, rivers rise where the rain lands, forests follow the water, and eight races settle wherever the land can feed them.
The map is the simulation. Temperature and moisture move with the seasons and set everything under them. Rivers run where the rain lands, forests follow the rivers, deserts creep in where the rain stops coming. Farm the same ground hard enough for long enough and you can turn it into desert yourself.
Nothing is scripted and nothing spawns from a table. When two countries go to war or form an alliance, there’s always a reason.
The Dwarfs dig under the mountains and can’t feed themselves. The Ravari nest in the canopy and hunt whoever lives under it. The Mirekin fish a coast until it’s empty and then move along it. Each race builds its own way.
Everyone wants something they can’t make. The Dwarfs want whiskey and the potatoes for it only grow in the cold corners. The Woodelves want mithril arrows and mithril seams are in short supply. So towns ask each other, and the usual answer is no. Getting refused is remembered, and it’s how a lot of wars start.
A handful of iron sites on the whole map. Iron isn’t in every hillside. A few places hold all of it, and the town that gets there first arms its soldiers better than its neighbours can. Countries try to please the towns that hold one, and when pleasing doesn’t work, they may take it by force.
Wars with causes. Armies are raised from real villages and fed from real stores. Prey on weaker foes, take away threats, fight for hungry mouths to feed. Or maybe, they have been deceived…
For better or for worse, you hold godly powers. As the years go on, your power grows. Take on aspects that shape your influence.
Five domains, over 50 spells.
Light a spark on dry ground and let the wind decide. Drop a meteor. Raise a volcano. Or ignite the fires of industry for an iron mine under a town you’ve decided to favour.
Rain, cold snaps, droughts, a locust swarm that wanders off wherever it likes. Grow forests and fertile lands. Create paradise, or take it away.
Build up a religion that supersedes country borders. Create believers all over the world, their belief gives you power, use or abuse, the choice is yours.
Genes, mutations and viruses. Create a powerful race, spread disease or conquer the world with a mutant army.
Install politicians who do your bidding. Shape allies or enemies, seed hatred through propaganda, let villages owe you one, and cash in your chips when it’s time to strike.
Campaigns are adventures, a set world with a story to tell. A swamp invaded by Mirekin, multiplying and aggressive. A lone Woodelf village, pushed back into their forest by a Ravari tribe. A world threatened by rumours of an orc invasion about to happen.
These stories can be played on both sides.
Dyneria is in development and we are keen to hear what you think of it. Wishlist it on Steam to hear when it is out, or come and talk to us about the world simulation on Discord.