Age of Eons is a living-world survival game built by North Point Aegis on Unreal Engine 5. You live as a single real creature inside a world that runs its own seasons, weather, populations and extinctions — grounded, wherever it can be, in actual paleontology.
A next-generation multiplayer survival game set not in one time and place, but across the whole history of animal life. Ten geological eras, 89 playable species, and a simulation that treats each world as a genuine ecosystem rather than a backdrop.
Every creature is drawn from the game's own roster data — real clades, real diets, real geological ranges, and, where they exist, citations to the paleontological literature the stats are built on. The Cretaceous world alone carries 21 species; the Ice Age steppe closes the loop with mammoths, sabre-cats and dire wolves.
It is deliberately hard to fake. The world runs whether or not you're logged in, death is permanent, and every era is designed to end — so the stories that matter are the lineages that make it through.
Deterministic relief terrain, a real day/night sky, server-authoritative movement and a signed combat stream — the world is the same simulation for every player and every AI animal in it.
Four commitments shape every decision.
Stats, clades and ranges come from real science, with sources attached to the species that have them — not invented numbers dressed up as dinosaurs.
Seasons, weather, disasters and predator–prey dynamics tick on their own clock. The simulation doesn't wait for players to make things happen.
Deep genetics mean your legacy is a bloodline, not a character sheet. Breed, mutate, and send your genome up the cross-server leaderboard.
Every era collapses in a mass-extinction event and reseeds the next. Endings aren't a failure state — they're the engine the whole game turns on.
Every feature and update is judged by what it does for the player's experience, not the storefront.
We would rather ship 89 species that are true than a bigger number that isn't. Depth is the point.
The community shapes the game through play, feedback and the records they leave on the leaderboard.
Server-authoritative rules, permanent consequences, and cosmetics-only monetization. No pay-to-win.
The core idea: not one prehistoric map, but the whole timeline of animal life — each era its own survival world, each world designed to end.
Seasons, weather, disasters, genetics and population dynamics come online as independent subsystems that tick whether or not anyone is watching.
Every creature grounded in its clade, diet and geological range, built from roster data with paleo citations — and surfaced in the species picker.
A real relief-terrain world, a day/night sky, a directly controllable creature, and dedicated servers built to hold up to 200 players in one era.
Pick a creature, read the field guide, and survive an eon.