Read the water, weather, terrain, and living systems before placing the first road.
Nature & Nations
Raise a world.Leave a legacy.
A planet-scale city-builder & nature simulation
The world doesn’t reset — and neither do its people. Raise a civilization on a living, real-world Earth where families, choices, and consequences compound across centuries.
World vision / concept art
From first path to living nation
A century should feel like a journey.
A bridge is trade, access, pressure on a watershed, and a promise future citizens inherit.
Families, policies, ecosystems, and the skyline carry the evidence of a century of choices.
The Game
A whole world to build, and to keep.
Nature & Nations is a planet-scale city-builder and nature simulation. You found and grow communities — from a single hamlet to a nation — on a faithful model of the real Earth, where weather, water, ecology, and people all run on real forces.
It blends three games into one: the joy of a city-builder, the depth of a grand-strategy nation simulation, and the soul of a living ecology sim. Every choice ripples outward — from one street to the whole world — and the world remembers. Build well, tend faithfully, and watch a civilization rise; neglect it, and watch it groan. The world is alive whether you are watching or not.
What Makes It Different
Every life leaves a legacy.
Most city-builders forget. Nature & Nations remembers — people, choices, and consequences carry forward across generations, so every world grows a history that is truly its own.
Year / 100
Consequences emerge — they aren’t scripted
Underfund schools for a decade and watch it ripple outward through work, poverty, blight, and migration — a chain you can trace but never fully predict.
Your citizens are people, with families
They are born, raise children, and pass traits, wealth, and reputation down the line. Dynasties, companies, and rivalries persist for centuries.
Your city writes its own history
Headlines, milestones, and lives are recorded as they happen, so a hundred years on you remember the people and eras that shaped the skyline.
A Living Earth
The world is not a backdrop. It was here before you.
A whole planet, modeled on the real Earth — its mountains, coasts, climate, and sky, running on real forces rather than stagecraft.
The whole Earth, from orbit to underfoot
Stand on real geography drawn from true elevation data, and rise from street level to the curve of the planet in one continuous sweep. Sculpt and shape the land — it remembers.
A true global climate
Wind, pressure, and temperature flow from real atmospheric circulation. Storms form and travel; seasons turn with the tilt of the world; deserts, monsoons, and snow belong where they would on Earth.
Rivers carved by the land, skies that turn
Water gathers where real elevation sends it — rivers run downhill, lakes fill basins. A real sun crosses the sky, clouds drift with the wind, and on the right nights the aurora answers to real space weather.
Forests, grasslands, and the breath of the wind
Vegetation belongs to its biome, swaying in the very wind the weather drives. The living world fills the land you tend, and flourishes or fades by how you keep it.
The world’s biomes
Climate zones, from pole to equator
Vast boreal forests of spruce, pine, and fir — the first biome brought fully to life.
Polar ice and permafrost at the ends of the Earth.
Cold, treeless plains of moss, lichen, and hardy shrubs.
Broadleaf woodlands turning through four full seasons.
Open prairies and rolling steppe.
Arid dunes and bare rock beneath a punishing sun.
Tropical grasslands dotted with scattered trees.
Dense, humid jungle teeming with life.
Marshes, swamps, and water-laced lowlands.
Alpine heights of bare rock and snow.
The shifting edge where the land meets the sea.
The open water that covers most of the world.
Lush vegetation and wildlife are rolling out biome by biome — Taiga first.
A world that can turn on you
The same living Earth that gives can also take. Real natural disasters strike where they would on the real planet — so a wise steward builds for them. They’re conveyed through warnings, stats, and overlays, never graphic harm.
Natural disasters
Geophysical
Ground shaking from fault movement that tests every structure.
Eruptions with lava, ashfall, lahars, and pyroclastic flows around volcanic terrain.
Long ocean waves that surge far inland after undersea quakes or slides.
Rock and saturated soil giving way down steep or sodden slopes.
A sudden release of snow and ice racing down mountain slopes.
Ground collapse where rock or soil voids give way beneath the surface.
Hydrological
Rivers overrunning their banks across floodplains and towns.
Sudden, fast flooding from intense rain with little warning.
Storm-driven seawater pushing inland over the shoreline.
Meteorological
Powerful rotating tropical cyclones bringing wind, rain, and surge.
A violently rotating column carving a narrow path of damage.
A long-lived windstorm of widespread straight-line gusts.
A rapidly intensifying mid-latitude storm of wind and precipitation.
Heavy, wind-driven snow and whiteout conditions.
Freezing rain coating trees, power lines, and roads in ice.
Storms dropping ice stones that batter crops and roofs.
Intense storms with damaging wind and lightning.
Walls of wind-driven dust that swallow visibility and air quality.
Climatological
Long water shortage stressing crops, reservoirs, and ecosystems.
Prolonged extreme heat straining health, power, and water.
Dangerous cold outbreaks that freeze and strain infrastructure.
Fire spreading through forest, grassland, and the wildland-urban edge.
A narrow plume of moisture delivering extreme rain or snow and floods.
Space weather
Solar plasma striking Earth’s field, disrupting grids, satellites, and radio.
A burst of solar radiation that scrambles communications.
A space object exploding overhead or striking the Earth.
Biological
Insect outbreaks stripping crops and stored food across regions.
Toxic algae fouling water, killing marine life, and closing fisheries.
Disease epidemics are modeled separately as their own living system.
The People
Every person is a soul, not a statistic.
The people who fill your world are born, grow, age, and pass. They carry families, faces, faith, and frailty — and they respond to how they are treated.
Households form; bloodlines run deep
People pair, raise families, and pass their traits to their children. Follow a lineage across generations — the story of a place is the story of its families.
No two people alike
Every person has a distinct, inherited face and body across the full range of real human variation. The crowd you walk through is genuinely a crowd of individuals.
Communities with their own way of life
Regions carry their own faiths, customs, and dress, blending across borders the way real cultures do. What a people values shapes how they live — and how they respond to you.
People flourish — or they suffer
Crowding, neglect, and hardship weigh on people; safety, beauty, community, and care lift them. A city that looks prosperous can still be quietly breaking its people — and you will see it.
Build a Civilization
From a single street to a nation, you give the world its shape.
You don’t just place buildings. You found communities, name them, govern them, and watch them take on a life of their own.
Charter a hamlet; raise it to a nation
Draw the borders and give the names — hamlet, village, town, neighborhood, city, county, province, country. Every tier is yours to found and shape.
Decide how the land is used
Paint zones, subdivide land into lots, and set the character of each district. The world fills in around your intent.
Zoning types
Zone types — each at low, medium, or high density
Homes and neighborhoods, from quiet streets to dense apartment blocks.
Shops, services, and the businesses that draw daily life.
Factories, warehouses, and the productive backbone of a city.
Corporate and business-park workplaces.
Schools, hospitals, government, and civic life.
Green space, recreation, and room for the city to breathe.
Shops below, homes above — configurable to combine any compatible zone types in the ratio you choose.
Buildings raised, never copy-pasted
Structures are generated around their lot, building program, and architectural tradition, so cities feel grown rather than stamped out — with modular components expanding the procedural system.
The style library
Modern & global
Clean concrete, glass, and steel — the first style with full modular kit support.
Geometric setbacks, vertical lines, and the glamour of the early skyscraper age.
Bold raw-concrete forms, monumental and unadorned.
Glass-and-steel towers and curtain-wall skylines.
Europe
Pointed arches, defensive stone walls, steep roofs, and integrated towers.
Theatrical palaces, mansard roofs, central pavilions, and richly ordered facades.
Human-scale masonry streets, old-world townhouses, and varied tiled rooflines.
Slender brick canal houses with stepped, bell, and neck gables.
Central domes, cruciform sacred plans, apses, and regional onion-dome variants.
Program-aware Alpine homes, apartments, and lodges with snow-shedding gables, deep eaves, seeded facade rhythms, and supported balconies.
East Asia
Sweeping tiled roofs, upturned eaves, bracketed timber halls, and pagodas.
Timber homes and machiya, sliding screens, Zen temples, and tiered pagodas.
South & Southeast Asia
Domed Indo-Islamic palaces, carved jali screens, and soaring temple towers.
Stilted timber homes under steep thatch, and tiered temple spires.
Middle East & Mediterranean
Domes, minarets, pointed arches, and shaded courtyards behind mashrabiya screens.
Program-aware villas, row houses, apartments, civic buildings, and hotels with round-arch reveals, low clay-tile roofs, supported arcades, and shaded porches.
Africa — Sahel & West Africa
Sculpted mudbrick mosques and civic buildings with buttressed walls, projecting timber beams, and monumental decorated facades.
Northern Nigerian and Nigerien earthen compounds with zaure entrance halls, vaulted or domed rooms, timber structure, and carved plaster reliefs.
Africa — North Africa & the Nile
Djerban courtyard dwellings within family menzel estates — massive, introverted forms with few exterior openings and defensive corner towers.
Dense lanes opening into private courtyard homes with shaded galleries, rooftop terraces, carved plaster, tile, and timber.
Fortified pre-Saharan earthen settlements and towered residences clustered compactly behind high defensive walls.
Cubic houses arranged around fortress-mosques in fortified hill towns, joined to palm groves and carefully managed water systems.
Vertically layered Libyan oasis homes above covered alleys, with storage below, family rooms above, and connected rooftop terraces.
Mudbrick compounds with barrel vaults, domes, shaded courtyards, sculpted entrances, and brightly painted facades.
Mosque-madrasa complexes, pointed arches, carved minarets, sabils, mashrabiya screens, markets, and dense medieval lanes.
Basilican churches and desert monasteries with thick masonry, domed sanctuaries, enclosed courts, and fortified walls.
Axial stone temples and tombs with pylons, columned courts, hypostyle halls, obelisks, and colossal gateways.
North America — homes & neighborhoods
Asymmetrical homes with turrets, projecting bays, steep gables, dormers, and elaborate trim.
Balanced facades, hipped roofs, dormers, pediments, and columned porticoes.
Detached and semi-detached cottages plus boutique inns, with ogee openings, steep seeded roofs, bellcast eaves, off-centre cross-gables, and upper-storey dormers.
Low roofs, broad porches, exposed rafters, tapered piers, and honest wood-and-stone construction.
Strong horizontal lines and sheltering eaves paired with efficient, boxy urban homes.
Compact timber homes with central chimneys, shingled walls, simple gables, and weather-shaped additions.
Continuous wood-shingle skins, irregular silhouettes, broad porches, and rambling coastal massing.
Pointed windows, steep gables, board-and-batten timber, decorative bargeboards, and church spires.
Steep cross-gables, tall chimneys, masonry and stucco walls, and ornamental half-timbering.
Long, low single-story homes with broad eaves, attached garages, and indoor-outdoor plans.
Narrow attached homes, raised stoops, masonry facades, bay windows, and dense walkable blocks.
Narrow Gulf Coast homes, shaded galleries, raised floors, tall openings, and climate-ready plans.
Mansard crowns, bracketed cornices, tall arched windows, cupolas, and ornate urban facades.
North America — the West & regional vernaculars
False-front main streets, timber porches, board-and-batten walls, ranch compounds, and railroad-town civic buildings.
White stucco, red tile, arcades, courtyards, shaped parapets, and mission-inspired towers.
Stepped earthen masses, rounded walls, vigas, shaded portals, and desert-toned finishes.
Oversized timber and local stone shaped into lodges that feel native to mountains and forests.
Low sheltering roofs, exposed timber, deep glazing, and buildings nested into wet forest terrain.
Passive-solar, off-grid homes bermed into the earth and built from reclaimed materials.
North America — cities & civic landmarks
Temple-front porticoes, tall columns, strong cornices, and deep verandas adapted to heat.
Grand axial civic buildings, monumental stairs, domes, colonnades, and sculptural stonework.
Heavy rusticated stone, broad round arches, deeply recessed openings, and powerful corner towers.
Early steel-frame towers with broad Chicago windows, masonry piers, and ordered street walls.
Steep copper roofs, towers, dormers, and monumental stone railway hotels and civic landmarks.
Boomerangs, starbursts, cantilevers, neon, and optimistic space-age diners and motels.
Indigenous North America
Place-specific stone and adobe communities organized around plazas, terraces, and ceremonial spaces.
Extended-family timber frames clad in bark, gathered into palisaded Woodlands communities.
Monumental cedar post-and-beam houses with heavy plank walls and community-scale interiors.
Circular timber-and-earth homes with central hearths and thick, climate-buffering envelopes.
Latin America & the Caribbean
Stepped stone pyramids, plazas, palaces, and carved ceremonial platforms.
Fantasy & speculative
Flowing, organic forms — grown more than built.
Dwellings woven into the living canopy itself.
In dev marks a style with active procedural resolver or showroom work; final art and blending remain in progress. Planned styles form the broader library. Traditions will be procedurally blended, letting neighborhoods shift gradually and form regional hybrids where they meet.
Roads that flow like a real network
Lay roads that snap, curve, and connect with the ease of drawing a line — intersections resolve themselves, and lane markings follow real-world standards. And every road and path is fully customizable: set the lanes, sidewalks, medians, trees, and transit, then save your own configurations to reuse anywhere.
Country marking standards
Sourced designs
Yellow center lines with white lane dividers.
All-white markings with solid edge lines.
White markings, “shark-teeth” (haaientanden) yield triangles, and signature red-asphalt cycle paths.
Broken white center and lane lines.
Single yellow center with white lanes.
White markings with regional lane patterns.
White center and lanes with regional detailing.
White markings to the regional standard.
White markings to the regional standard.
More countries — mapped to the closest design
North American yellow double center.
White center markings.
White center markings.
Single yellow center.
Dashed white center.
Road & lane types
Build the right street for the job
Standard car-and-truck roads, from quiet lanes to multi-lane arterials.
A dedicated cycleway just for bicycles — the Dutch fietspad, often in red asphalt.
A bikes-first street where cars are low-speed guests — the Dutch fietsstraat.
A car-free zone for walkers and shopfronts — a voetgangersgebied.
A shared, traffic-calmed street where people have priority and cars crawl.
Dedicated lanes that keep streetcars, buses, and rapid transit moving past the traffic.
High-speed, limited-access routes with ramps and interchanges.
Single-direction streets for fast, orderly downtown grids.
Wide roads with planted medians and tree-lined sidewalks.
Narrow back-streets for access, deliveries, and parking.
Unpaved country roads for farmland and the frontier.
Every type is a starting point — reconfigure the lanes, sidewalks, medians, and surfaces to build your own.
Paths and trails for every way to roam
Beyond roads, lace the world with paths and trails — from city stairs and waterfront quays to backcountry singletrack. Each one places itself where it belongs, and every path is fully customizable to your own configuration.
Paths & trails
Trails — each placed by terrain & setting
Wide paved paths for walkers and cyclists alike — parks, waterfronts, greenways.
Walking-only connections — gardens, plazas, neighborhoods, overlooks.
Natural-surface trails through wild habitat — forests, hills, mountains, preserves.
Broad formal strolling paths — seafronts, riverfronts, harbor districts.
Elevated walkways over fragile ground — wetlands, marshes, dunes, beaches.
Horse-friendly trails — rural parks, grasslands, ranch country.
Low-speed cart paths — golf courses, resorts, planned communities.
Rustic compacted paths — rural edges, river corridors, nature parks.
Narrow off-road bike trails — forested hills, bike parks, mountainsides.
Linear corridors along old rail lines and river valleys, linking the map.
Waterside paths along canals and navigations — locks, mills, heritage routes.
Groomed cross-country routes — snowy forests, meadows, mountain valleys.
Signed winter motor routes across managed snow country.
Rugged motorized routes — off-road parks, deserts, service corridors.
Wide access tracks for rangers and emergency vehicles — park interiors, wildfire country.
Firm, gentle-grade routes for everyone — trailheads, overlooks, visitor centers.
Paths, steps & structures
Pedestrian steps that carry walkers up steep slopes and elevation changes.
A walkable waterfront edge along rivers, canals, and harbors — wider quays carry lanes too.
An elevated deck reaching out over the water for strolling, fishing, and moorings.
Raised crossings and bridges — including suspension and covered spans — over roads, rail, and water.
Below-grade crossings that move people safely under busy roads.
Open paved gathering spaces and car-free zones at the heart of a district.
Built waterways with walkable embankments threading through the city.
Surfaces, widths, and railings are yours to set — build and save your own path configurations.
Government that is alive
Nations can take any real form — and none is simply “good” or “evil.” Governments shift with their people, rise and fall, and can be reformed or overthrown. Set policy and taxes, and feel the consequences travel up and down.
The only light
Build the first and only civilization on an untouched world — just you, the land, and what you make of it.
A world alive around you
Share the Earth with rival nations that build, trade, scheme, and war on their own.
The Vision
A world meant to be felt, not explained.
We never put a meter on your screen for wonder. We build a world true and beautiful enough that you feel it on your own — and tune everything toward two things held together.
Awe
The vastness and majesty — the feeling of being small before something ordered and beautiful beyond our making.
Stewardship
The world is entrusted to you, not handed over to be used up. You live in it, not above it.
Held together, they make reverence — the care of someone who knows the garden is not their own.
Release
Coming 2026
The Steam page is being prepared. Ask for the link now and we’ll send it the moment wishlists open.
PC via Steam, built on Unreal Engine 5.8.
Mac support arrives following the Windows release.
On the roadmap as the game grows.
After launch — the world in full. The base game is complete and rated Teen; nothing is held back. A later, optional, age-gated Realism expansion (ESRB Mature, 17+) will deepen the same living world with its harder dimensions — a deeper layer of the same world, for players who want it.
Built on Unreal Engine 5.8
Questions