✧ A WORLD OF LITTLE POSSIBILITIES

WORLD
SEED.

Big Earth. Little lives.

Choose a place. Give it homes, work and a little care.
60 building choices. Working supply chains. Growing communities.

PLACE. CONNECT. WATCH IT GROW.
ONE EARTH · A THOUSAND STORIES

Your world

Keep tending this Earth, or begin a new story.

A little landscaping

Small changes to an empty land plot. Your buildings remain the heart of the world.

A world that works together

Place freely. Build useful neighbors. Each connected network shares its yearly supplies; processors divide available inputs, so more workplaces need more producers.

Farmgrain →Bakery→ food
Farmfiber →Textile mill→ goods
Forestrytimber →Sawmill→ goods
Ore mine + powerore →Ironworks→ goods
Goods→Pharmacy→ healthcare
Water + power→Greenhouses→ food

Nearby buildings share supplies. Roads extend connections; warehouses, rail stations and freight ports reach farther. A freight port imports timber, ore and goods from outside your world.

Food and work attract residents. Water, power, goods, education and care help denser districts develop. Click a plot for its actual output, missing supplies, focus choices and Develop district action. Natural development continues while you play.

Railways: place a rail station, then select Railway and click or right-drag from an adjacent plot. Connect another station with an unbroken land route to run a train. Track can replace an existing road; lines have no routing distance limit. A cut line stops its trains.

Ports: fishing boats and coastal workboats stay within three water tiles of their home port. Cargo ships need a matching harbor type in a different city with at least 12 residents and an open sea route. A lone cargo ship stays moored.

Green parks and recycling soften nearby pollution. Locate heavy industry away from homes, with roads connecting it to your town.

Let a place take root

Click / tapPlace the selected building on an empty hexDragKeep the grabbed ground under your pointerWheel / pinchTravel from Earth to a little neighborhoodOccupied plotInspect growth and local needsSpace / HPause growth / hide interfaceRight-drag RailwayLay a connected rail line from a stationCtrl+ZUndo the last placement

Begin with cottages, then place a farm and a market or workshop nearby. Choose from 60 building types across nine categories. Food and jobs attract people. Schools, healthcare, government and culture make a community happier and support growth.

Each invisible hex holds one district type, with up to seven primary buildings in varied layouts. Trees remain wherever structures, crops and transport leave room. It develops through four levels, gaining more buildings and details inside that plot. Thriving communities can add homes, small businesses, workshops and parks at their edges. New residents share the existing services, so keep an eye on capacity. Toggle natural expansion in the world menu. Roads and freight hubs extend the reach of supplies and services. Connect grain to bakeries, timber to sawmills and ore with power to ironworks. Factories provide many jobs but pollute nearby homes. Click a district to develop it, choose its focus and inspect what it needs.

Use Your little places (⌂) to find each settlement’s next milestone. There are no building costs; all 60 types are available to place, with site restrictions shown before placement.

Growth starts automatically. At 1×, a year lasts four seconds. People walk between homes, workplaces and public buildings within their city limits, even while growth is paused. Ships and trains travel while time is running. Zoom closer to see them.

Connect your terminals. Click a harbor, freight port or rail station to select any number of destinations. Sea routes open automatically across connected water; rail destinations need a continuous railway. Shared ships and trains visit selected destinations in turn. Pause individual connections in the terminal panel.

New frontiers. Mineral mines can use mountain deposits, including snowy peaks. A research laboratory can be placed on ice and opens nearby ice plots within three tiles. Build homes, wind power, waterworks and greenhouses, then add education and care. Another laboratory extends the polar settlement. Wild bison, deer, bears and horses inhabit about one in eight uncivilized land plots where habitat allows.

Power and world landmarks. Choose wind, solar, coal or nuclear plants. Coal uses an imported fuel supply and adds pollution; nuclear needs clean water and education. Build the Eiffel Tower for culture, research and 12% more nearby goods, the Taj Mahal for culture, or the coastal Statue of Liberty for culture and education. Each special world landmark can be placed once.

Name your world

Begin a new story?

The current autosave will be replaced. Export this world first if you want to keep it.