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WilderLands

WilderLands is a prototype for a planet-scale sandbox showing the custom isocahedral/tetrahedral terrain engine.

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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed WilderLands?Developer scaleThe operating scale of the game's developer.
Search Google: Who published WilderLands?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is WilderLands self-published or published by Lymecraft?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is WilderLands and Lymecraft funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for WilderLands and Laura Person?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of WilderLands?Release statusWhether and how the game has been released.

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About the Game

WilderLands is a prototype for a planet-scale sandbox showing the custom icosahedral/tetrahedral terrain engine.

What’s currently available

  • Engine views of the planet mesh (untextured & shaderless visuals)

  • High-performance optimized rendering tests (C++ and Vulkan)

What we are building toward (planned features; subject to small changes)

  • Survival sandbox across a seamless, round world
    Start anywhere on a round planet. Gather resources, craft tools, and survive against natural hazards with no loading screens, or crafting menus.

  • Deep simulation: weather, water, heat, and geology
    Dynamic climate and local weather affect survival: storms, rainfall, temperature , tides, and wind. Water flows and erodes the terrain. Heat and cold create more realistic environment and survival. Geology makes resource placement and long-term world changes.

  • Living terrain: erosion and geological change
    Terrain isn’t static. Erosion changes valleys and rivers, while tectonics create mountains and coastlines over very long timescales, weather changes the environment and conditions making each world feel unique and alive.

  • Build & automate: bases, logistics, and power
    Progress from small shelters to large settlements. set up roads, supply chains, generate and distribute power, and eventually build continent-scale infrastructure projects.

  • AI societies: autonomous villagers and cultures
    Populations of AI-controlled villagers live, work, trade, and expand. Their behavior will be guided by neural network systems, learning routines, and patterns, allowing unique societies to grow over time.

Development list in order (subject to change)

  • Visual upgrade (materials/lighting)

  • World generation

  • Basic survival loop

  • Weather & water systems

  • Physics system

  • Tectonic plates

  • More advanced building and crafting

  • Logistics/power

  • Settlements/AI

  • World events & polish

Development is done by a solo first-time coder.Therefore progress will take time.
Thanks for your patience and interest.