Coming soon

Dyneria

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 world runs itself

A parched Dyneria map with the climate readout open, listing temperature, rainfall, vegetation and humidity

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.

Village clusters in Dyneria, each race building in its own style across grassland and desert

Eight races

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.

Everything is about supply

Trade routes drawn as lines across the Dyneria world map, with a reactions panel open

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.

Armies and dense settlements pressed together along a contested border in Dyneria

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…

You are their God

The Dyneria powers panel, listing spells across the Fire, Nature, Biology, Politics and Religion domains

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.

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.

Nature

Rain, cold snaps, droughts, a locust swarm that wanders off wherever it likes. Grow forests and fertile lands. Create paradise, or take it away.

Religion

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.

Biology

Genes, mutations and viruses. Create a powerful race, spread disease or conquer the world with a mutant army.

Politics

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.

Play the game

A volcano erupting in Dyneria, lava running downhill into farmland

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.

Join our Discord Read the devlog