Age of Eons isn't a map with dinosaurs on it — it's a self-running ecosystem across the whole history of animal life. Ten eras, 89 paleo-grounded species, a simulation that ticks whether or not you're logged in, and two live windows into a running world: footage streamed straight from Unreal Engine 5, and an operator's hand on the weather.
Every one is real, running code — grounded in paleontology and served from the game's own roster data.
From the Cambrian sea half a billion years ago to the Pleistocene steppe — ten distinct worlds, 89 playable species, each with real clades, diets and geological ranges. Every world runs one era.
A season clock, per-biome weather and staged disasters — volcanoes, quakes, wildfires, floods, meteors — reshape the map while predator–prey populations boom and crash against carrying capacity. Eight ecosystem subsystems, ticking with no players present.
Every creature carries a genome. Size, stats and colour inherit; rare mutations and albino lines surface; your bloodline is tracked generation over generation and ranked on the cross-server leaderboard.
A deterministic relief field — fractal value noise, ~90 m of peak-to-valley over a 4 km square — built identically on server and client from a shared world seed. No terrain replication; every machine grounds on the same ground.
A real day/night system — a moving sun arc, dawn and dusk colour, and a moon — poses the world's light. Spawn at dusk and the steppe goes long-shadowed and cold; the dev panel's time buttons pose it directly.
You play one real sim individual — third-person, directly controlled. The client only asks; the server validates every move against your species' speed cap and lands every bite on a signed combat stream, so the anti-cheat snap-back applies to you exactly like the AI herd.
Not a trailer. The actual game, streaming — and the actual weather, under an operator's hand.
A running Unreal Engine 5 build, streamed to your browser over WebRTC (Pixel Streaming). No download, no plugin — a self-contained player framed in glass, with connecting / offline / live states.
Watch liveClearance-gated operators author weather and disasters straight from the site — the command is validated, stamped, audited, and delivered to the live world over the same authenticated channel the game already holds. The client displays; the server is the sole authority.
Open controlA glass panel, right-docked, on any host you run yourself. Every action is a server RPC — the client only asks; the server acts and logs the acting player.
Clear, rain, storm, drought or snow across every biome — the same path the website's control channel drives.
Volcano, earthquake, wildfire, meteor, flood or lightning, set off just ahead of you.
Dawn, noon, dusk or night — pose the day/night sky to any hour in a keystroke.
Drop real registry creatures by species slug — AI, growth and genetics, scattered around you.