Features

The world is the headline feature.

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.

Core systems See it live Dev sandbox How it plays
What's in the box

Six systems, one living world.

Every one is real, running code — grounded in paleontology and served from the game's own roster data.

All ten eras, deep time

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.

Living ecology

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.

Genetics & legacy

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.

Real relief terrain

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.

Day/night sky

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.

Playable creatures, server-ruled

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.

See it live

Two windows into a running world.

Not a trailer. The actual game, streaming — and the actual weather, under an operator's hand.

Built-in

The F1 dev sandbox.

A 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.

Weather

Force the sky

Clear, rain, storm, drought or snow across every biome — the same path the website's control channel drives.

Disaster

Trigger catastrophe

Volcano, earthquake, wildfire, meteor, flood or lightning, set off just ahead of you.

Time of day

Pose the sun

Dawn, noon, dusk or night — pose the day/night sky to any hour in a keystroke.

Spawn

Populate the world

Drop real registry creatures by species slug — AI, growth and genetics, scattered around you.

The sandbox is allowed automatically on a solo/listen host — you are the machine. On a dedicated server the RPCs are refused unless it was explicitly launched for dev tooling, so a public world can never be driven from a client.
Honest scope

Where the build really is.

Creatures currently render as species-tinted proxy bodies, scaled by growth stage — honest placeholders until per-species art lands. Everything behind them is real: the stats, the genetics, the server-authoritative movement and combat, the ecology and the terrain. The animals are the last thing to get their faces, not the first.