Cobnuts colony sim · delve

A colony that never resets.

A persistent colony sim crossed with a procedural dungeon-crawl delve.

Build a town on the surface. Send a squad down through the dark beneath it, fight what lives there, and haul the spoils home to build further. The threat grows against the same colony, run after run — there is no reset, and no starting over.

Nirvana Higher than Heaven, and quieter. Those who arrive here are not recorded as having left. Aetherite Seal A pale vault closing off the upper air — the ceiling of the world, and a door for those who would climb. Heaven Above the last cloud, the light comes from everywhere at once and the ground is patient underfoot. Open Air The air above the world's floor. Nothing grows here and nothing holds still. Polar Desert A wind-scoured waste of ice-bound ground and bare crag, where snow falls seldom and never leaves. Nothing grows; the rock is all the land offers. Cool Steppe Dry, cold grassland running to the horizon. Thin soil and thinner rain, but open country and easy going for those who can bear the wind. Taiga Boreal forest over frozen ground — a dark pine line broken by bog and snow. Timber is plentiful for a colony willing to winter here. Temperate Moist Forest Deep, fertile woodland where grass gives way to close-standing timber. The richest ground for growing, but the canopy must be cleared before the land will fully yield. Temperate Swamp Standing water and black mud under a low, tangled canopy. The ground gives underfoot and open water bars the way, but what grows here grows richly. Warm Shrubland Open, sun-dried country of scrub and bare earth. The rain is grudging and the soil poor, but the land is level and the stone close to hand. Savanna Hot grassland under a wide sky, dotted with solitary trees. The rains come hard and briefly; between them the grass burns gold and the herds run far. Tropical Desert A furnace of pale sand and wind-cut mesa. Nothing grows without water carried to it, and the only wealth is what the rock will surrender. Tropical Dry Forest Hot woodland that sheds its leaves against the dry season. Good timber and good soil, on land that swings between flood and drought. Tropical Rainforest Sodden, close-grown jungle where the rain scarcely stops and the canopy shuts out the sky. The most fertile ground in the world, and the hardest to clear. Deep Rock Ordinary stone, and a great deal of it. Whatever is below has to be earned through this first. Brimstone Seal A fused sheet of brimstone, sealing the deep from the world above. It yields only to the pick. Hell Heat without a sun. The stone glows where it cracks, and the air is thick enough to lean on. Abyssal Seal A darker seal still, beneath Hell itself. Something on the far side has been waiting. Scolopendra The deepest layer, and the one no map records. The floor is not stone. It is segmented, and it is warm.

What it simulates

Colonists have traits, moods, injuries that worsen if untreated, and opinions about each other. Rival towns run the same simulation you do: they farm, research, trade, and starve. See all systems →

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