Features · the systems file

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, 213 tracker backed production records, soul reincarnation under hard population caps, deep genetics, a living botany-and-weather ecology, disasters that rewrite the map, territory and a TrailCoins economy — a simulation that ticks whether or not you're logged in.

8
Ecology subsystems
89
Playable species
200
Players per world
Extinction loops
What's in the box

Eight systems, one living world.

Every one is real, running code — grounded in paleontology and served from the game's own roster data. The client only asks; the server is the authority.

Soul reincarnation & population caps

Death is permanent, but your soul isn't. Each world holds a hard cap per species, and when you die your soul is reborn into whatever the caps and the food web will allow — a new body, a new bloodline chance, memory of the eon carried forward. The extinction loop collapses the era and reseeds the next; your soul rides it into the age that follows.

Deep genetics & epigenetics

Every creature carries a genome. Size, stats and colour inherit; rare mutations and albino lines surface; inbreeding carries a penalty and epigenetic pressure from a hard life bends the next generation. Anti-Isle aging keeps growth honest. Your bloodline is tracked generation over generation and ranked on the cross-server leaderboard.

Living ecology & botany

Flora grow through real stages — sprout to fruiting — with leaf and fruit yield, toxicity, and forageable, diggable soil. A season clock and per-biome weather drive it all while predator–prey populations boom and crash against carrying capacity. Eight ecosystem subsystems, ticking with no players present.

Disasters that reshape the map

Volcanoes and lava, earthquakes, tsunamis, floods, wildfires, meteors, landslides and thermal events fire on the world's own clock — staged, spreading, and consequential. They redraw biomes, cull populations, and open the ground for whatever survives.

Territory, factions & economy

Claim ground, form packs and clans, and defend a range. Reputation and karma, a TrailCoins economy with real sinks, a player market and lightweight governance all sit on top of the raw survival loop — the social world runs as live as the ecological one.

Day/night sky & weather

A real day/night system — a moving sun arc, dawn and dusk colour, and a moon — poses the world's light, while complex weather rolls per biome. Spawn at dusk and the steppe goes long-shadowed and cold; operators and the dev panel can pose the sky directly.

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.

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.

The roster

213 tracker records across ten eras.

Open the picker →
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 console 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.

> dev_sandbox.rpc server-authoritative
CommandActionEffect
weatherForce the skyClear, rain, storm, drought or snow across every biome — the same path the site's control channel drives.
disasterTrigger catastropheVolcano, earthquake, wildfire, meteor, flood or lightning, set off just ahead of you.
timePose the sunDawn, noon, dusk or night — pose the day/night sky to any hour in a keystroke.
spawnPopulate the worldDrop real registry creatures by species slug — AI, growth and genetics, scattered around you.
> guard: 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.

> field_note status

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 soul reincarnation, the server-authoritative movement and combat, the ecology and the terrain. The animals are the last thing to get their faces, not the first.

systems live roster: 213 tracker records creature art: in progress
Ready?

Pick a creature. Survive an eon.

Browse all 213 tracker records, era by era, with real stats and paleontology — then watch a world run live.