A survival game the
size of deep time.
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. Not one time and place, but the whole history of animal life.
A world, not a level.
A next-generation multiplayer survival game set not in one time and place, but across the whole history of animal life. Ten geological eras, 213 planned records, 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 — your soul reincarnates under the population caps — and every era is designed to end, so the stories that matter are the lineages that make it through.
| Engine | Unreal Engine 5 |
| Eras | 10 geological |
| Species | 213 planned |
| Per world | Up to 200 |
| Topology | Dedicated servers |
| Data source | Roster YAML |
Not a theme park. An ecosystem.
Four commitments shape every decision — and honest science is the first.
Grounded in paleontology
Stats, clades and ranges come from real science, with sources attached to the species that have them — not invented numbers dressed up as dinosaurs. Where the record is thin, we say so.
A world that self-runs
Seasons, weather, disasters, botany and predator–prey dynamics tick on their own clock. The simulation doesn't wait for players to make things happen.
Lineage over loadout
Deep genetics mean your legacy is a bloodline, not a character sheet. Breed, mutate, and send your genome up the cross-server leaderboard — soul carried forward through each eon.
Designed to end
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.
How we build it.
Player-first
Every feature and update is judged by what it does for the player's experience, not the storefront.
Craft over volume
We would rather ship 213 tracker records that are true than a bigger number that isn't. Depth is the point.
Community-driven
The community shapes the game through play, feedback and the records they leave on the leaderboard.
Fair play
Server-authoritative rules, permanent consequences, and cosmetics-only monetization. No pay-to-win.
How the world came together.
| Phase | Milestone | What landed |
|---|---|---|
| 01 | Concept — the living world | Not one prehistoric map, but the whole timeline of animal life — each era its own survival world, each world designed to end. |
| 02 | The simulation | Seasons, weather, disasters, botany, genetics and population dynamics come online as independent subsystems that tick whether or not anyone is watching. |
| 03 | The roster — 213 tracker records, 10 eras | Every creature grounded in its clade, diet and geological range, built from roster data with paleo citations — and surfaced in the species picker. |
| 04 | The client — playable world | 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. |
What we do and don't claim.
Deep time is mostly gaps. We build every species from the best available clade, diet and range, cite the literature where it exists, and reconstruct the rest with clearly labelled inference — never invented numbers wearing a lab coat. When the fossil record is silent, the design says so rather than papering over it.
Be part of something prehistoric.
Pick a creature, read the field guide, and survive an eon.