Simulation signal World seed: Earth / 2026
Nature & Nations crest 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.

Coming 2026 PC · Steam Single-player Unreal Engine 5.8
Enter the simulation
Concept art of a settlement, forest, river, viaduct, mountains, and a distant city sharing one landscape World vision / concept art

From first path to living nation

A century should feel like a journey.

The land comes first.

Read the water, weather, terrain, and living systems before placing the first road.

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.

Illustrative system previewOne watershed / one hundred years

Year 1/ 100

01 / Cause

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.

02 / Family

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.

03 / Memory

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.

Planet Scale

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.

Weather & Seasons

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.

Water & Sky

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.

Living Ecology

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

TaigaIn game

Vast boreal forests of spruce, pine, and fir — the first biome brought fully to life.

ArcticComing

Polar ice and permafrost at the ends of the Earth.

TundraComing

Cold, treeless plains of moss, lichen, and hardy shrubs.

Temperate ForestComing

Broadleaf woodlands turning through four full seasons.

Temperate GrasslandComing

Open prairies and rolling steppe.

DesertComing

Arid dunes and bare rock beneath a punishing sun.

SavannaComing

Tropical grasslands dotted with scattered trees.

Tropical RainforestComing

Dense, humid jungle teeming with life.

WetlandsComing

Marshes, swamps, and water-laced lowlands.

MountainComing

Alpine heights of bare rock and snow.

CoastalComing

The shifting edge where the land meets the sea.

OceanComing

The open water that covers most of the world.

Lush vegetation and wildlife are rolling out biome by biome — Taiga first.

Nature’s Fury

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

EarthquakePlanned

Ground shaking from fault movement that tests every structure.

VolcanoPlanned

Eruptions with lava, ashfall, lahars, and pyroclastic flows around volcanic terrain.

TsunamiPlanned

Long ocean waves that surge far inland after undersea quakes or slides.

Landslide / mudslidePlanned

Rock and saturated soil giving way down steep or sodden slopes.

AvalanchePlanned

A sudden release of snow and ice racing down mountain slopes.

SinkholePlanned

Ground collapse where rock or soil voids give way beneath the surface.

Hydrological

River floodPlanned

Rivers overrunning their banks across floodplains and towns.

Flash floodPlanned

Sudden, fast flooding from intense rain with little warning.

Coastal flood / storm surgePlanned

Storm-driven seawater pushing inland over the shoreline.

Meteorological

Hurricane / typhoonPlanned

Powerful rotating tropical cyclones bringing wind, rain, and surge.

TornadoPlanned

A violently rotating column carving a narrow path of damage.

DerechoPlanned

A long-lived windstorm of widespread straight-line gusts.

Bomb cyclonePlanned

A rapidly intensifying mid-latitude storm of wind and precipitation.

BlizzardPlanned

Heavy, wind-driven snow and whiteout conditions.

Ice stormPlanned

Freezing rain coating trees, power lines, and roads in ice.

HailstormPlanned

Storms dropping ice stones that batter crops and roofs.

Severe thunderstormPlanned

Intense storms with damaging wind and lightning.

Haboob / dust stormPlanned

Walls of wind-driven dust that swallow visibility and air quality.

Climatological

DroughtPlanned

Long water shortage stressing crops, reservoirs, and ecosystems.

HeatwavePlanned

Prolonged extreme heat straining health, power, and water.

Cold wave / polar vortexPlanned

Dangerous cold outbreaks that freeze and strain infrastructure.

WildfirePlanned

Fire spreading through forest, grassland, and the wildland-urban edge.

Atmospheric riverPlanned

A narrow plume of moisture delivering extreme rain or snow and floods.

Space weather

CME / geomagnetic stormPlanned

Solar plasma striking Earth’s field, disrupting grids, satellites, and radio.

Solar flarePlanned

A burst of solar radiation that scrambles communications.

Meteor / impactPlanned

A space object exploding overhead or striking the Earth.

Biological

Locust / pest swarmPlanned

Insect outbreaks stripping crops and stored food across regions.

Algal bloom / red tidePlanned

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.

Families & Lineage

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.

Faces & Bodies

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.

Culture & Belief

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.

Mind & Wellbeing

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.

Name Everything

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.

Zone & 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

ResidentialIn game

Homes and neighborhoods, from quiet streets to dense apartment blocks.

CommercialIn game

Shops, services, and the businesses that draw daily life.

IndustrialIn game

Factories, warehouses, and the productive backbone of a city.

OfficeIn game

Corporate and business-park workplaces.

InstitutionalIn game

Schools, hospitals, government, and civic life.

ParkIn game

Green space, recreation, and room for the city to breathe.

Mixed-useConfigurable

Shops below, homes above — configurable to combine any compatible zone types in the ratio you choose.

Architecture

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

ModernistIn game

Clean concrete, glass, and steel — the first style with full modular kit support.

Art DecoPlanned

Geometric setbacks, vertical lines, and the glamour of the early skyscraper age.

BrutalistPlanned

Bold raw-concrete forms, monumental and unadorned.

Contemporary High-RisePlanned

Glass-and-steel towers and curtain-wall skylines.

Europe

Gothic CastleIn dev

Pointed arches, defensive stone walls, steep roofs, and integrated towers.

BaroqueIn dev

Theatrical palaces, mansard roofs, central pavilions, and richly ordered facades.

European TraditionalIn dev

Human-scale masonry streets, old-world townhouses, and varied tiled rooflines.

Dutch Canal HouseIn dev

Slender brick canal houses with stepped, bell, and neck gables.

Byzantine & OrthodoxIn dev

Central domes, cruciform sacred plans, apses, and regional onion-dome variants.

Chalet & CabinIn dev

Program-aware Alpine homes, apartments, and lodges with snow-shedding gables, deep eaves, seeded facade rhythms, and supported balconies.

East Asia

Imperial ChinesePlanned

Sweeping tiled roofs, upturned eaves, bracketed timber halls, and pagodas.

JapanesePlanned

Timber homes and machiya, sliding screens, Zen temples, and tiered pagodas.

South & Southeast Asia

Indian & MughalPlanned

Domed Indo-Islamic palaces, carved jali screens, and soaring temple towers.

Southeast AsianPlanned

Stilted timber homes under steep thatch, and tiered temple spires.

Middle East & Mediterranean

Islamic & Middle EasternPlanned

Domes, minarets, pointed arches, and shaded courtyards behind mashrabiya screens.

Mediterranean SpanishIn dev

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

Sudano-SahelianPlanned

Sculpted mudbrick mosques and civic buildings with buttressed walls, projecting timber beams, and monumental decorated facades.

Hausa / TubaliPlanned

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

Houch / Housh Courtyard CompoundPlanned

Djerban courtyard dwellings within family menzel estates — massive, introverted forms with few exterior openings and defensive corner towers.

Maghrebi Medina, Riad & DarPlanned

Dense lanes opening into private courtyard homes with shaded galleries, rooftop terraces, carved plaster, tile, and timber.

Ksar & KasbahPlanned

Fortified pre-Saharan earthen settlements and towered residences clustered compactly behind high defensive walls.

M’Zab & Saharan IbadiPlanned

Cubic houses arranged around fortress-mosques in fortified hill towns, joined to palm groves and carefully managed water systems.

Ghadamès Oasis HousePlanned

Vertically layered Libyan oasis homes above covered alleys, with storage below, family rooms above, and connected rooftop terraces.

Nubian & Nile Valley VernacularPlanned

Mudbrick compounds with barrel vaults, domes, shaded courtyards, sculpted entrances, and brightly painted facades.

Historic Cairo — Fatimid, Mamluk & OttomanPlanned

Mosque-madrasa complexes, pointed arches, carved minarets, sabils, mashrabiya screens, markets, and dense medieval lanes.

Coptic Monastic & ChurchPlanned

Basilican churches and desert monasteries with thick masonry, domed sanctuaries, enclosed courts, and fortified walls.

Ancient Egyptian MonumentalPlanned

Axial stone temples and tombs with pylons, columned courts, hypostyle halls, obelisks, and colossal gateways.

North America — homes & neighborhoods

Victorian Queen AnneIn dev

Asymmetrical homes with turrets, projecting bays, steep gables, dormers, and elaborate trim.

Classical Colonial & Colonial RevivalIn dev

Balanced facades, hipped roofs, dormers, pediments, and columned porticoes.

Storybook Revival & CottageIn dev

Detached and semi-detached cottages plus boutique inns, with ogee openings, steep seeded roofs, bellcast eaves, off-centre cross-gables, and upper-storey dormers.

Craftsman & Arts and CraftsPlanned

Low roofs, broad porches, exposed rafters, tapered piers, and honest wood-and-stone construction.

Prairie School & American FoursquarePlanned

Strong horizontal lines and sheltering eaves paired with efficient, boxy urban homes.

Cape Cod & New England ColonialPlanned

Compact timber homes with central chimneys, shingled walls, simple gables, and weather-shaped additions.

Shingle Style & Coastal ResortPlanned

Continuous wood-shingle skins, irregular silhouettes, broad porches, and rambling coastal massing.

Gothic Revival & Carpenter GothicPlanned

Pointed windows, steep gables, board-and-batten timber, decorative bargeboards, and church spires.

Tudor RevivalPlanned

Steep cross-gables, tall chimneys, masonry and stucco walls, and ornamental half-timbering.

Ranch & Mid-Century SuburbanPlanned

Long, low single-story homes with broad eaves, attached garages, and indoor-outdoor plans.

Brownstone & East Coast RowhousePlanned

Narrow attached homes, raised stoops, masonry facades, bay windows, and dense walkable blocks.

Shotgun & Creole CottagePlanned

Narrow Gulf Coast homes, shaded galleries, raised floors, tall openings, and climate-ready plans.

Second Empire & ItalianatePlanned

Mansard crowns, bracketed cornices, tall arched windows, cupolas, and ornate urban facades.

North America — the West & regional vernaculars

Western & Frontier VernacularPlanned

False-front main streets, timber porches, board-and-batten walls, ranch compounds, and railroad-town civic buildings.

Spanish Colonial & Mission RevivalPlanned

White stucco, red tile, arcades, courtyards, shaped parapets, and mission-inspired towers.

Pueblo Revival & Southwestern AdobePlanned

Stepped earthen masses, rounded walls, vigas, shaded portals, and desert-toned finishes.

National Park RusticPlanned

Oversized timber and local stone shaped into lodges that feel native to mountains and forests.

Pacific Northwest RegionalPlanned

Low sheltering roofs, exposed timber, deep glazing, and buildings nested into wet forest terrain.

EarthshipPlanned

Passive-solar, off-grid homes bermed into the earth and built from reclaimed materials.

North America — cities & civic landmarks

Greek Revival & Southern ClassicalPlanned

Temple-front porticoes, tall columns, strong cornices, and deep verandas adapted to heat.

Beaux-Arts & City BeautifulPlanned

Grand axial civic buildings, monumental stairs, domes, colonnades, and sculptural stonework.

Richardsonian RomanesquePlanned

Heavy rusticated stone, broad round arches, deeply recessed openings, and powerful corner towers.

Chicago SchoolPlanned

Early steel-frame towers with broad Chicago windows, masonry piers, and ordered street walls.

Canadian Château StylePlanned

Steep copper roofs, towers, dormers, and monumental stone railway hotels and civic landmarks.

Googie & Roadside AmericanaPlanned

Boomerangs, starbursts, cantilevers, neon, and optimistic space-age diners and motels.

Indigenous North America

Ancestral Puebloan & PuebloPlanned

Place-specific stone and adobe communities organized around plazas, terraces, and ceremonial spaces.

Haudenosaunee LonghousePlanned

Extended-family timber frames clad in bark, gathered into palisaded Woodlands communities.

Northwest Coast Cedar Plank HousePlanned

Monumental cedar post-and-beam houses with heavy plank walls and community-scale interiors.

Mandan, Hidatsa & Arikara EarthlodgePlanned

Circular timber-and-earth homes with central hearths and thick, climate-buffering envelopes.

Latin America & the Caribbean

MesoamericanPlanned

Stepped stone pyramids, plazas, palaces, and carved ceremonial platforms.

Fantasy & speculative

ElvenPlanned

Flowing, organic forms — grown more than built.

TreehousePlanned

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 & Networks

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

USAIn game

Yellow center lines with white lane dividers.

EuropeIn game

All-white markings with solid edge lines.

NetherlandsIn dev

White markings, “shark-teeth” (haaientanden) yield triangles, and signature red-asphalt cycle paths.

United KingdomIn game

Broken white center and lane lines.

ChinaIn game

Single yellow center with white lanes.

JapanIn game

White markings with regional lane patterns.

South KoreaIn game

White center and lanes with regional detailing.

IsraelIn game

White markings to the regional standard.

Middle EastIn game

White markings to the regional standard.

More countries — mapped to the closest design

CanadaUS style

North American yellow double center.

AustraliaEU style

White center markings.

GermanyEU style

White center markings.

BrazilAmericas

Single yellow center.

IndiaUK style

Dashed white center.

Road & lane types

Build the right street for the job

Vehicle roadIn game

Standard car-and-truck roads, from quiet lanes to multi-lane arterials.

Bike-only pathPlanned

A dedicated cycleway just for bicycles — the Dutch fietspad, often in red asphalt.

Cycle streetPlanned

A bikes-first street where cars are low-speed guests — the Dutch fietsstraat.

Pedestrian streetPlanned

A car-free zone for walkers and shopfronts — a voetgangersgebied.

Living street (woonerf)Planned

A shared, traffic-calmed street where people have priority and cars crawl.

Streetcar, bus & transit lanePlanned

Dedicated lanes that keep streetcars, buses, and rapid transit moving past the traffic.

Highway / expresswayPlanned

High-speed, limited-access routes with ramps and interchanges.

One-way roadPlanned

Single-direction streets for fast, orderly downtown grids.

Avenue / boulevardPlanned

Wide roads with planted medians and tree-lined sidewalks.

Alley / service lanePlanned

Narrow back-streets for access, deliveries, and parking.

Dirt / rural roadPlanned

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 & Trails

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

Multi-use / shared-usePlanned

Wide paved paths for walkers and cyclists alike — parks, waterfronts, greenways.

Pedestrian footpathPlanned

Walking-only connections — gardens, plazas, neighborhoods, overlooks.

Nature / hiking trailPlanned

Natural-surface trails through wild habitat — forests, hills, mountains, preserves.

Promenade / esplanadePlanned

Broad formal strolling paths — seafronts, riverfronts, harbor districts.

BoardwalkPlanned

Elevated walkways over fragile ground — wetlands, marshes, dunes, beaches.

Equestrian / bridlewayPlanned

Horse-friendly trails — rural parks, grasslands, ranch country.

Golf-cart pathPlanned

Low-speed cart paths — golf courses, resorts, planned communities.

Gravel / unpavedPlanned

Rustic compacted paths — rural edges, river corridors, nature parks.

Singletrack (mountain bike)Planned

Narrow off-road bike trails — forested hills, bike parks, mountainsides.

Greenway / rail-trailPlanned

Linear corridors along old rail lines and river valleys, linking the map.

TowpathPlanned

Waterside paths along canals and navigations — locks, mills, heritage routes.

Nordic / ski trailPlanned

Groomed cross-country routes — snowy forests, meadows, mountain valleys.

Snowmobile trailPlanned

Signed winter motor routes across managed snow country.

ATV / off-road trailPlanned

Rugged motorized routes — off-road parks, deserts, service corridors.

Fire road / service trackPlanned

Wide access tracks for rangers and emergency vehicles — park interiors, wildfire country.

Accessible pathPlanned

Firm, gentle-grade routes for everyone — trailheads, overlooks, visitor centers.

Paths, steps & structures

StairsPlanned

Pedestrian steps that carry walkers up steep slopes and elevation changes.

QuayPlanned

A walkable waterfront edge along rivers, canals, and harbors — wider quays carry lanes too.

PierPlanned

An elevated deck reaching out over the water for strolling, fishing, and moorings.

Elevated walkway / footbridgePlanned

Raised crossings and bridges — including suspension and covered spans — over roads, rail, and water.

Pedestrian tunnel / underpassPlanned

Below-grade crossings that move people safely under busy roads.

Plaza / pedestrian squarePlanned

Open paved gathering spaces and car-free zones at the heart of a district.

CanalPlanned

Built waterways with walkable embankments threading through the city.

Surfaces, widths, and railings are yours to set — build and save your own path configurations.

Govern

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.

Greenfield

The only light

Build the first and only civilization on an untouched world — just you, the land, and what you make of it.

Living Nations

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.

The first

Awe

The vastness and majesty — the feeling of being small before something ordered and beautiful beyond our making.

The second

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.

No signup form · you choose what to send
At launch
Windows

PC via Steam, built on Unreal Engine 5.8.

After launch
macOS

Mac support arrives following the Windows release.

Planned
Linux / Steam Deck

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

Frequently asked

What is Nature & Nations?
A planet-scale city-builder and nature simulation. You raise civilizations on a living, real-world Earth and tend a world that responds to every choice you make.
What kind of game is it?
It blends a city-builder, a grand-strategy nation simulation, and a living ecology sim, built on Unreal Engine 5.8.
When does it release?
Nature & Nations is coming in 2026. The Steam page is not public yet; use the Steam alert on this page and we’ll send the link when wishlists open.
What platforms will it be on?
It launches on PC (Windows) via Steam, with macOS support after launch and Linux / Steam Deck planned.
Is it single-player?
Yes. Play Greenfield mode, building the only civilization on an untouched world, or Living Nations mode in a world of rival AI nations that trade, scheme, and war.
Does it use real Earth geography?
Yes. The world is modeled on the real Earth, with true terrain, climate, weather, and biomes from pole to equator.
How much will it cost?
Pricing will be announced closer to launch. Request the Steam alert here to catch the announcement.
Is more mature content or DLC planned?
The base game is rated Teen and complete on its own. After launch, an optional, age-gated Realism expansion (ESRB Mature, 17+) will add the harder dimensions of civilization for players who want them — the same systemic honesty, applied to weightier subjects. It’s a deeper layer of the same world, not a separate game.

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