Voxel districts
Quarter-metre voxels, so a colonist stands on several. Hills, overhangs, caverns and tunnels from layered noise. Dig an area and colonists cut ramps so they can always walk out.
In the build// 03 FEATURES ■ IN THE BUILD · □ PLANNED
LYRIDIA is an early prototype. Inspired by the colony sims we love, with every system redesigned to be its own. This page says honestly which parts exist today.
Quarter-metre voxels, so a colonist stands on several. Hills, overhangs, caverns and tunnels from layered noise. Dig an area and colonists cut ramps so they can always walk out.
In the buildSources, spreading, waterfalls and slopes. It washes away wild undergrowth (crops stay) and gently pushes colonists.
In the buildHardens into obsidian, cobblestone or stone where it meets water, burns plants, and colonists path around it. Found only in lava districts, never near spawn.
In the buildA geodesic globe of hex districts with climates and biomes. Press M to switch between planet and district; the district keeps simulating.
First versionCaravans out on two maps while home keeps running, can be raided, and still has animals living in it.
PlannedSimple, readable support rules: pillars hold up what's around them, sand won't take a concrete wall.
PlannedColonists choose their own work from needs, moods, whims and the job board, thinking on a worker thread so the game stays smooth.
In the buildWrite orders in plain English: names, verbs, sizes, depths, places, chains with "then". If the rules can't read it, a small language model running on your own PC does, and the game checks every detail.
In the buildWho is near whom, what they noticed, what they remember and what they think of each other.
In the buildBody types, ages from baby to elder, face features with strength sliders, and our own sculpted hair, brows and beards with neon dye zones.
In the buildA required nickname, optional first and last names from 14,000 rows, a permanent ID that's never reused, and a xenotype.
In the buildColonists will speak with blended, locally generated voices, each with their own pitch.
In progressRectangle, ellipse, diamond or line; corner or centre; filled or outline. Hauling, items with materials and quality.
In the buildThe raider who killed someone's partner is remembered, protected, grows stronger to match, and comes back.
PlannedInheritable genes, mutations, hybrids and families. Aliens are humans with other genes.
PlannedMelee moves, downed colonists who lie still until healed, and limbs that can be cut off.
In the buildEvery part has its own health; where a hit lands matters. Bleeding, scarring, prosthetics.
Partly inFrom herbs to nano surgical kits, all made from what you farm and craft.
PlannedWhat a plant or animal does is fixed; what it looks like and is called comes from the world seed. Study them to find out what they are.
In the buildProcedural animals with diets, sizes and temperaments, saved with permanent IDs.
In the buildPlot an area and colonists plant and harvest. Crops wither if you leave them.
PlannedTree, Miasma, Virus or Hero, each with its own camera, rules and endings, and a path between them: a single colonist can be charmed by a tree, swept into its miasma, corrupted, cured, and finally ascend.
Designed for launchLeave the top-down view and take control of a colonist yourself.
In the buildTerrains, plants, bodies, jobs, needs, social events, species and the planet are all data files a mod can extend or override. There's an in-game data editor and a mod kit for the Unreal Editor.
In the buildEvery action goes through one core that can be replayed, so multiplayer can be added as a mod.
Foundations inThe first big expansion: break through the mantle and find what's inside the planet.
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