Earth Simulator

An atlas of the Earth and the stars

Earth Simulator

Simulator of the Earth

A planet sandbox where climate, nature and civilisations live on their own. Here is the game’s star map — from the first tribes to the galaxy — a chronicle of versions and a field journal from development.

Hold the mouse over the map to raise land. With Shift — to lower it.

I

The world today

You set the terrain, winds, currents and climate, and then the world lives on its own. Rivers find their way to the sea; deserts and forests settle into their latitudes. Tribes grow into states that trade, wage war, change dynasties and reach for space. At any moment you can step down to the ground and walk the world in first person.

Released
20 August 2026
Version
2.1.0
Reviews
Very Positive
Genre
simulation, strategy, sandbox
Languages
English, Russian
Developer
Ilya873
Publisher
Gamesforfarm

Nature

Evaporation and wind-borne moisture, monsoons and rain shadows, ocean currents, ice sheets and the greenhouse effect. Nineteen biomes and thirty-five animal species that migrate, die out and end up in herds.

Society

Six eras, from tribes to space. Ten forms of government, dynasties with family trees, wars, fleets, colonies and nuclear weapons. Every state keeps its own chronicle.

On foot

Any cell on the map is a place you can step into. Cities of their era, locals with names and families, weather, day and night, weapons and vehicles.

II

Roadmap

Every update is a star system, and every new feature is a planet on its orbit. Shining planets are already in the game, teal ones are in progress. Hover a system to see what it rests on, and click it to open the details. Dates are approximate.

2.0 A New World

October 2026 · in the game

The global update where it all began: new graphics, first-person walks anywhere on the planet, dynasties, a chronicle and detailed statistics.

  • Living climate

    Evaporation, winds, monsoons, rain shadows, ocean currents, ice sheets and CO₂.

  • Nature

    19 biomes and 35 animal species: extinction, migration and domestication.

  • Civilisations

    Six eras, ten forms of government, wars, fleets, colonies and nuclear weapons.

  • Dynasties

    Family trees, rulers’ traits and skills, elections, coups and wars of succession.

  • First-person walks

    In any cell of the world: weather, day and night, locals, vehicles and weapons of the era.

  • New graphics and music

    Terrain, dynamic water, day and night; music adapts to the era.

  • Steam Workshop

    An in-game mod editor: maps from images, scenarios, animals, models and balance.

2.1 Transport, Money and the Law

15 October 2026 · in the game

The world gained railways, ports, airports and military bases, and walk mode gained jobs, money, law and quests from the locals. The game now speaks 17 languages.

  • Railways

    From steam engines to maglev: ride as a passenger, steal a locomotive or work as a driver; cabs and coaches inside.

  • Airports

    Fly as a passenger to other airports of the world, work as a pilot; hijackers get intercepted — time for the parachute.

  • Seaports

    Merchant ships arrive and depart; walk the deck, work at the docks and talk to the crew.

  • Naval battles

    Fleets, blockades and landings — watch from the shore or from the deck.

  • Military bases

    From a stockade to a base of the future: service, guard duty, stealing tanks and planes.

  • Money and work

    State currencies — from hides to credits — side jobs, shops and a reputation you can mend.

  • Law and order

    A guarded ruler in a palace, wanted levels up to five stars, police cars, fines and pardons.

  • Quests from locals

    Quests born from world events: famine, plague, bandits, war, harvest.

  • 17 languages

    Chinese, Japanese, Korean, German, French, Spanish, Portuguese, Polish, Turkish, Italian, Ukrainian, Czech, Thai, Vietnamese and more.

  • Your own names and flags

    Rename states, cities, rulers, dynasties, peoples and faiths; draw your own flag for any state. Players’ idea.

  • Key bindings

    Any action on any key; in-game hints show your keys.

2.2 Fidelity

≈ November 2026 · planned · you are here

On foot you see exactly what a state has reached: its animals, vehicles, weapons and buildings, and towns move into a new era gradually, house by house. Houses can be destroyed, Survival mode gets hunger and thirst, and walk mode gets new weapons and healing. Disasters get real scales and lasting marks, seas get ice, the map gets new colours and more information.

  • Technology you can see

    Horses and carts only after taming and the wheel; where there are no horses — camels, llamas or reindeer. Swords, ships, signs and buildings follow the state’s inventions; fields get oxen ploughs, reapers or combines; no sailing ships in the age of skyscrapers. Players’ idea.

  • Eras change gradually

    A town enters a new era house by house, and its streets cart by cart: old buildings and old vehicles stand beside new ones instead of all changing at once.

  • Battles like the real army

    Battles use the same tanks and vehicles as the state’s bases, with trenches, hedgehogs and dugouts; steal vehicles off the battlefield, and those who fall by your hand are subtracted from the army on the map. Players’ idea.

  • Destruction and ruins

    A tank, a blast or a fire turns a house into ruins; where the map burns, walk mode shows fire and smoke; ruins look like rubble and burnt frames, not dark boxes.

  • Hunger and thirst

    In Survival mode you need to eat and drink, and heat and cold follow the local climate; Standard mode stays relaxed. Players’ idea.

  • New weapons and healing

    Grenades, shotguns and sniper rifles; herbs, bandages and medkits — by era. Players’ idea.

  • Trade routes up close

    A window for every trade route: who trades with whom, how much and what they carry.

  • Airships and balloons

    Airships over industrial-era cities, and later pleasure balloons over the fields and advertising blimps; you can steal those too.

  • Realistic disasters

    Disaster cards on hover, real-world scales — Saffir–Simpson, VEI, magnitude, kilotons — and craters that fill with water and heal over. Players’ idea.

  • Freezing seas, sailing plagues

    Ice blocks ships and straits freeze by season, while epidemics cross the sea aboard ships. Players’ idea.

  • Power over the world

    Pin not just temperature but rainfall, sea level, CO₂ — and release them; a river brush: draw a channel and the water finds its way to the sea.

  • A clearer map

    Toggle icons of cities, bases and ports, temperature anomaly since the start, new colours and a colour-blind mode, search for states and cities. Players’ idea.

What gets deeper in what already exists

Shops: the healer sells herbs, bandages and medkits, the gunsmith grenades and new weapons; in Survival mode food and water truly matter.

Battles: a destroyed house stays in ruins, and soldiers who fall by your hand are subtracted from the army on the map.

2.3 The Ruler

≈ December 2026 · planned

Become the ruler of any state. Lead it from the map like a strategy game — or go down to the palace and rule in first person: hear your counsellors, receive envoys, issue decrees from the throne. Your state lives in the same world as the others, by the same rules — but the big decisions are yours.

  • Rule like a strategy game

    Pick any state and lead it from the map: war and peace, alliances and vassals, the main thrust, moving the capital. Pause the game to think things over. Players’ idea.

  • The state’s course

    Expansion, development, army or faith: the course decides where the state spends its strength — and you see what it does to it.

  • Rule in first person

    A throne room in the palace: take the throne, receive visitors and issue decrees right in the world. Players’ idea.

  • Counsellors

    A general, a treasurer, an envoy and a priest report on the state’s affairs and give advice — whether to listen is up to you.

  • Envoys

    Other states send envoys: an alliance, peace, tribute or an ultimatum. The answer is yours, and the neighbours will remember it.

  • Dynasty

    When the ruler dies you play the heir from the same dynasty shown in the family tree.

  • Unrest

    A lost war, famine or a foreign faith can turn into a revolt or a coup — and you will have to hold on to the throne.

  • Interiors

    The first buildings with doors: palace, house, tavern, shop and temple — each era and culture its own. Players’ idea.

  • Chronicle of your reign

    Your wars, alliances and reforms go into the state’s chronicle; your reign earns achievements of its own.

What gets deeper in what already exists

The palace and guards from 2.1 become yours: the watch guards you, and conspirators come for you.

Walk mode: step out of the palace into your capital — where people know who you are.

2.4 Roads, Sky and Law

≈ January — February 2027 · planned

Roads on foot match the map, highways link cities, and buses and lorries run on them. Borders follow ridges and rivers, with checkpoints. The sky gets air battles and the flying cars of the future. Cities look the way their climate, people and faith make them. And the law gets prisons — with pirates on the sea lanes.

  • One road network

    Roads, highways between cities and railways on foot match the world map; every line has its stations.

  • Buses

    City and intercity routes: ride as a passenger or work as a driver.

  • Long-haul trucks

    Lorries carrying cargo between cities — and a trucker’s job.

  • Natural borders

    State borders follow ridges and rivers instead of cutting mountains in half.

  • Border checkpoints

    At the border — a barrier, border guards and a check of papers.

  • Air battles

    Air and combined battles — sky, land and sea; from biplanes and bombers to aircraft of the future.

  • Cities by climate, people and faith

    Adobe and sandstone in deserts, log houses in the taiga, stone in mountains, stilts in marshes, yurts on the steppe; temples, shrines, totems, roofs and ornament by people and faith. Players’ idea.

  • Flying cars

    In the era of the future cars really fly — over streets and between cities. Players’ idea.

  • Prisons and camps

    From a pit and a stockade to a prison with towers: serve your time and the wanted level clears, or escape and it grows. Players’ idea.

  • Robbery

    You can rob a shop or a caravan, but guards, witnesses and the wanted level make it a gamble, not a living.

  • Pirates

    Lone pirate ships on the trade lanes; sign on with them or raise the black flag on a stolen ship. Players’ idea.

What gets deeper in what already exists

Jobs: bus driver and long-haul trucker beside train driver and pilot.

Law: border guards ask for papers, smuggling becomes a crime, and instead of an instant fine there is prison — which you can escape.

3.0 Foundation

≈ March 2027 · planned

Rebuild the engine for the big plans: the world becomes a globe, the simulation fast and predictable, the code ready for networking and other planets.

  • A globe

    The map wraps east–west, cell areas follow latitude, and 3D shows a real planet from orbit.

  • Earth from real elevation

    The Earth map is built from real land and ocean-floor elevation data.

  • Simulation on its own thread

    The UI and walk mode stay smooth; speeds of ×100 and beyond.

  • Bigger worlds

    Maps up to roughly 500×250 cells, resized without restarting the game.

  • Reproducible history

    One seed, one history: replays, reproducible bugs and the basis for multiplayer.

  • Data, not code

    Technologies, buildings, vehicles and goods live in tables that mods can reach.

  • World rules as data

    Jobs, professions, shops and quests are described by conditions: era and knowledge, climate, laws, wealth, war. New updates add conditions without rewriting the mechanic.

  • New saves

    Old worlds migrate automatically, however many versions later.

  • New renderer

    A fresh three.js: atmospheric scattering, foamy water, soft shadows, colour grading.

  • Community translations

    The dictionaries already came out in 2.1 — players will be able to fix translations and add new languages through the Workshop.

  • Simulation levels

    A simplified simulation for weak PCs and a full one for strong PCs — chosen in settings, like graphics quality.

  • Atmosphere

    Pressure, cyclones and clouds arise from moisture and wind; a new map layer shows pressure.

What gets deeper in what already exists

Jobs, shops and quests from 2.1 move onto data rules — from then on every update adds conditions without rewriting the mechanic.

Sea trade and wars span the globe: ships sail around the world instead of hitting the map edge.

3.1 Endless Development

≈ April — May 2027 · planned

Instead of a single ‘technology’ number — a tree of discoveries with no ceiling, and with it living languages, cultures and faiths. States take different paths, and space is just one road, not everyone’s finish line.

  • A tree with no ceiling

    About 150 known discoveries in six branches — economy, crafts, seafaring, warfare, science, society — and beyond them new ones that never existed in our history.

  • More eras

    The Middle Ages and the early modern era between antiquity and industry, and an age of world wars — first tanks, rifles, biplanes, prefab blocks — before the modern era. Players’ idea.

  • Every people finds its own path

    Steppe folk tame the horse first, islanders master the sea first.

  • Research window

    For any state: what has been learned, what is being studied and what comes next. Players’ idea.

  • Knowledge travels

    Through trade, war, migrants and spies; technologies can be lost in dark ages.

  • A world without anachronisms

    Clothing, crafts, goods, professions, vehicles and houses follow the tree of knowledge: a new discovery gradually changes what you see in the streets — learn the engine, and the first cars appear among the carts.

  • Animals in the economy

    Herds provide food, wool and draught power, while riding, chariots and nomadic herding become discoveries in the tree.

  • Prospecting

    States find ore, coal and oil — offshore oil too — only once they know how to search for and mine them; until then deposits stay hidden.

  • A transport network

    Roads, rails and ports become a real network carrying trade and migrants, and later cargo and armies. Today they are only decoration.

  • Languages

    Language families and dialects: names of towns and people come from the language, change over time and are borrowed from neighbours.

  • Living cultures

    Peoples split and merge, and take up customs from neighbours and conquerors.

  • Schisms and reforms

    Faiths split into branches, reform and fade — each with a history of its own.

  • Discovering the world

    A state knows only those it has met: neighbours and those its ships and caravans have reached; it can trade and fight only with the known.

What gets deeper in what already exists

Jobs and shops: professions and goods unlock with discoveries — the smith with metallurgy, the mechanic with the engine.

Military bases and vehicles: equipment strictly by what the state knows.

3.2 Living People

≈ summer 2027 · planned

Every inhabitant is a person with a fate of their own: a name, family, job, daily routine, memory and story.

  • Knowledge, feelings and wishes

    Every inhabitant has knowledge and skills, moods, fears and dreams that drive what they do.

  • Millions of inhabitants

    Far away — cell statistics, closer — families and neighbourhoods, nearby — living people; someone you meet stays in the world for good.

  • Everything has a history

    Houses, ships, swords and medals remember who made them, who owned them and what they went through.

  • Daily routines

    Work, home, market, tavern, temple; feasts, weddings and mourning.

  • Memory and relationships

    Locals remember your help and your wrongs, and rumours about you spread through town.

  • Biographies for commoners

    Like rulers have today: birth, marriage, trade, moves and wars.

  • Life indoors

    Interiors for every building, from huts to factories — where people live, work and celebrate. Players’ idea.

  • Survival mode

    Hunger and thirst from 2.2 grow into full survival: fatigue, illness, injury and healing. Players’ idea.

  • Gathering and crafting

    Hunting, foraging, cooking and simple crafting.

  • Building in first person

    Build a house, a shop or a workshop with your own hands — and it becomes part of the town.

  • Professions and careers

    Trades depend on the era, climate and place; the player gets a career instead of odd jobs.

  • Quests from real needs

    Quest chains whose consequences show up in the town and the state.

  • Epidemics and viruses

    Diseases with strains and carriers, quarantines, healers and vaccines. Players’ idea.

  • People with faces

    Low-poly characters with faces and animation; clothing by culture, climate and wealth.

What gets deeper in what already exists

Quests come from the needs of specific people, not from a list.

What you do on foot changes the town: help, crime and trade affect its wealth and order.

3.3 Power and Faith

≈ late summer 2027 · planned

Join any state and rise from commoner to ruler. Gods and ideologies start to matter.

  • Ideologies

    Feudalism, liberalism, democracy, socialism, communism, centrism, theocracy, dictatorships — with strengths and weaknesses. Players’ idea.

  • Parties and laws

    Taxes, conscription, free speech, religion, trade; factions fight for influence.

  • Citizenship

    Join any nation: a home, a post, taxes and protection. Players’ idea.

  • The road to power

    A coup under feudalism, elections in democracies, the party ladder in one-party states. Players’ idea.

  • Possess anyone

    Peasant, merchant, general, prophet, chieftain or king — play as anyone. Players’ idea.

  • Your settlement, your state

    What you build with your own hands grows into a settlement, and the settlement into a state on the map. Players’ idea.

  • Faith answers the god

    Strike often with lightning and a Thunder God cult is born; droughts, miracles and wrath create pantheons, prophets and heresies. Players’ idea.

  • Treaties

    Alliances, trade agreements, non-aggression pacts and borders as real documents.

What gets deeper in what already exists

Jobs and law: ideology and laws decide which trades are allowed, who pays taxes and what counts as a crime.

Money: currencies and prices depend on the state’s policies.

The ruler from 2.3 gets new decisions: laws, ideology, dealing with parties.

3.4 Capital

≈ autumn 2027 · planned

An economy of real goods, prices and companies, where booms and crises emerge on their own.

  • Goods and supply chains

    Grain, timber, ore, metal, cloth, fuel, machine tools, electronics.

  • Regional markets

    Prices from supply and demand; cargo moves by caravan, ship, train and truck.

  • Companies

    Private and state-owned — in farming, mining, industry, trade and transport: hiring, competition, bankruptcy; they drive the state’s economy. Found your own on foot or as a ruler.

  • Banks and exchanges

    Credit, inflation, currencies, shares and dividends.

  • Crises and booms

    Bubbles, panics, depressions and hyperinflation — consequences, not dice rolls.

  • The state budget

    Taxes and spending on army, science, roads and people — in the player-ruler’s hands.

What gets deeper in what already exists

Jobs become employment: vacancies and wages come from the labour market, employers are real companies.

Shops and ports trade goods from supply chains at regional prices.

3.5 Front and Supply

≈ late 2027 · planned

Armies that march, ride and need supplies — instead of soldiers appearing right on the battlefield.

  • Armies on the march

    On foot, horseback, carts, trains, trucks and helicopters — by era and road. Players’ idea.

  • Fronts and sieges

    Front lines, fortresses, trenches and dugouts, sieges and occupation.

  • Supply and climate

    Depots and supply trains; losses to hunger, frostbite and heat. Players’ idea.

  • Guerrilla war

    Resistance, rebels with armies of their own, the struggle for hearts and minds. Players’ idea.

  • Generals

    Commanders’ skills, army composition and terrain decide battles.

  • Your fight matters

    Not just casualties: a hill held, a banner saved or a fallen general change the outcome of the battle on the map.

  • Armies in your hands

    Like an RTS: the ruler leads the armies — routes, sieges, landings.

What gets deeper in what already exists

Military bases and service connect to real armies: conscription, supply, deployment to the front.

Naval battles and landings become part of the war’s logistics.

4.0 Shared World

≈ winter 2027/28 · planned

One world for several players — over the internet and on a local network.

  • Server and LAN

    A dedicated server for big worlds and LAN play with friends.

  • Roles

    Several gods in one world, rulers of states, citizens and travellers.

  • Modes

    Co-op sandbox, rival gods, diplomacy between states, a role-play server.

  • World rules

    Who may change what; votes on pausing and the speed of time.

  • Steam and community

    Steam invites, chat, community servers.

  • ‘Ultra’ graphics

    For powerful PCs: WebGPU, physically based materials, volumetric clouds, dense vegetation.

What gets deeper in what already exists

The economy, laws and wars work for several players at once.

5.0 Deep Time

≈ spring 2028 · planned

A planet that lives for millions of years: plates drift, mountains rise and erode, and real ores lie deep below.

  • A time dial

    Years ↔ millennia ↔ millions of years; a fast geological mode.

  • Plate tectonics

    Continental drift, rifts, mountain building; volcanoes and quakes at plate boundaries.

  • Erosion and rivers

    Rivers carve valleys and build deltas; real lakes appear.

  • The planet’s interior

    Crust, mantle and core; ore deposits form by geology and run out.

  • Mines

    Descend into a mine: tunnels, digging, ore extraction.

What gets deeper in what already exists

Resources: from random patches to geology; miner and geologist become professions.

Volcanoes and earthquakes happen at plate boundaries, with real-scale strength.

5.5 Origin of Species

≈ summer 2028 · planned

Species emerge, adapt and die out on their own — and intelligence can arise in any of them.

  • Evolution

    Selection and speciation by biome: islands and continents give rise to new branches of life. Players’ idea.

  • Tree of life

    An interactive family tree of species, from the first to the living.

  • Creature editor

    Design your own species and release it into the world.

  • Play as any creature

    From a herd grazer to the apex predator.

  • Non-human civilisations

    Any species can become sapient and found a civilisation.

  • Diseases evolve

    Viruses mutate and jump between species. Players’ idea.

What gets deeper in what already exists

Hunting, taming and herding work with living species populations.

Epidemics: diseases evolve together with their hosts.

6.0 Solar System

≈ autumn 2028 · planned

Your planet becomes one of many: orbits, neighbouring worlds, terraforming and colonies.

  • A system model

    Orbits, day length, axial tilt, moons and tides.

  • Planet parameters

    Radius, gravity, atmospheric composition and pressure — the climate adapts on its own.

  • Planet maker

    Create planets from scratch: size, land and oceans, atmosphere, life — and see what grows from it.

  • Terraforming

    Melt the ice caps, give a barren planet an atmosphere, crash a moon.

  • The space age

    Rockets, satellites, stations, a flight to the Moon and landings on other worlds. Players’ idea.

  • Colonies

    Settlements on other planets with histories of their own.

What gets deeper in what already exists

Climate is computed from the planet’s parameters and orbit.

The economy goes to space: off-world mining, space professions.

7.0 Galaxy

≈ winter 2028/29 · planned

A galaxy you create — and the civilisations that settle it.

  • A procedural galaxy

    Stars, exoplanets and nebulae; create your own systems.

  • Interstellar travel

    Generation ships and engines of the future.

  • Interstellar civilisations

    First contact, trade, wars and alliances between worlds.

  • A galaxy for everyone

    In multiplayer, every player gets a star system of their own.

What gets deeper in what already exists

Trade, diplomacy and wars — between worlds.

III

Chronicle of versions

Every update since the Steam release, from the development news. On top is what’s being prepared.

2.1.0 15 October 2026

Transport, Money and the Law

The game in 17 languages: Chinese, Japanese, Korean, German, French, Spanish, Portuguese, Polish, Turkish, Italian, Ukrainian, Czech, Thai, Vietnamese and more.

Railways and stations: trains from steam to maglev, passenger rides, locomotive hijacking, train-driver jobs.

Airports: fly as a passenger to other airports of the world, work as a pilot, hijack a plane, interceptors and the parachute.

More changes

Seaports, 14 kinds of ships with walkable decks and crews, dock work, naval battles from the shore and from the deck.

Military bases of every era: enlisting, guard duty, stealing tanks and planes.

National currencies, side jobs, shops, quests from locals, reputation and how to mend it.

The law: a guarded ruler in a palace, wanted levels up to five stars, police cars.

On the map: railways, sea lanes, ports, airports, bases and naval battles; a battle window.

Your own names and flags for nations, key rebinding, a Credits section.

2.0.2 6 October 2026

Fixes

The Esc menu always opens again — before, with a state hovered or selected, Esc only cleared the highlight.

No extra windows: prompts and messages appear inside the game, which no longer drops out of full screen.

The 3D cursor tooltip shows data for exactly the tile under the cursor.

More changes

“New World” and “Erase Life” ask for confirmation and offer to save first.

The Workshop link opens in the browser instead of a new game window.

2.0.0 5 October 2026

The global update

First-person exploration: walk the land as an ordinary person — era vehicles from horses to flying cars, fighting, hunting and talking to locals.

A living history: the road from tribes to space now takes 700–1,000 years instead of 250; 10 forms of government, reforms, revolutions and collapsing empires.

Rulers with unique personalities, dynastic marriages and family trees of any inhabitant.

More changes

A living world: 35 animal species, food chains and extinction; every continent has its own fauna, and animals can be domesticated.

Graphics and sound: new terrain, dynamic water, day and night, detailed cities; music is generated as you play.

A new Workshop: maps from ordinary images, custom scenarios and balance; faster 3D.

update 1 September 2026

Steam Workshop and a new interface

The Steam Workshop is fully working — with a detailed guide for creators.

New scenarios for managing the Earth.

Achievement notifications in full screen and achievements synced with Steam.

More changes

Flexible graphics settings and overall optimisation.

A completely updated game interface.

update 24 August 2026

An update built on your feedback

Steam now shows achievement notifications in full screen.

Achievements are synced between the game and Steam.

New scenarios for managing the Earth.

More changes

A first, test version of the Workshop.

Graphics settings.

patch 21 August 2026

Achievement fix

Fixed problems with unlocking achievements.

release 20 August 2026

Steam release

A planet sandbox: terrain, winds, currents and climate, biomes and rivers.

Tribes grow into states and pass through six eras — from antiquity to space: trade, wars, fleets, colonies, missiles.

A 2D atlas map and a full 3D world, scenarios and a free sandbox, Steam achievements.

IV

Field journal

Notes from development: videos, screenshots and remarks on how the world is changing. News is also posted on the publisher’s Telegram channel.