A new game has joined the ranks of crowd funding projects, and hopes to succeed through IndieGoGo. Species: Artificial Life, Real Evolution is a “scientifically-accurate natural-selection video game.” The team consists of 2 people: James Schumacher, an Indie game programmer, and Jade Taggart, a freelance digital artist and graphic designer. They are currently at $450 out of the $25,000 goal and Species: Artificial Life, Real Evolution is a Flexible Funding Campaign.
About Species: Artificial Life, Real Evolution
There are many good academic evolution simulators to be found in obscure corners of the Internet, evolving colours, numbers, text or even single celled organisms. There are also many games, purporting to be based on the science of evolution, but which actually implement none of the mechanics behind evolution.
Species is something new: both a game, accessible and entertaining, allowing you to explore a large 3D world filled with hundreds of unique, procedurally-generated creatures… and a evolutionary simulator, implemented from the ground up with the intention of making a realistic and genuine model of evolution.
With herbivores and carnivores, combat, mating, behavioral and physiological evolution, population dynamics like extinctions and explosions, speciation, and many more features to come, the world of Species is a complex, rich, and adaptive environment.
- DRM Free: because screw DRM. Seriously.
- A detailed, macroscopic 3D world: the first of it’s kind in a natural selection simulator, filled with hundreds of unique procedurally-generated creatures all competing for survival.
- Genuine natural selection: No fitness function, no predefined goals: just survival. The player can aid and interact with the simulation, but they will never control it.
- A scientific approach to evolution: Evolution, speciation, extinction: these are not a direct functions of the game, they’re natural effects of the games mechanics. In other words, if the basis for Darwin’s theory wasn’t true, the game itself simply wouldn’t function.
- Procedural game narrative: whether you start from a group of slugworms or generate a population of random creatures, the game carves out it’s own history full of population explosions, speciations and the extinctions of the uncompetitive or just plain unlucky.
- Real-time evolution: Visibly perceive the effects of mutation and natural selection: select a species, accelerate time, and watch as it’s shape and stats morph in front of your eyes.
- Educational, but not Edutainment: Learning in Species is strictly tangential. The game exposes the player to evolution, it doesn’t teach it. Understanding the game mechanics translates directly to understanding evolution, but this is a game, not a classroom lesson.
- A Scientific Simulation: The scientific integrity of the simulation will never be sacrificed for the sake of making it more entertaining or accessible, and we firmly believe such compromise should never be necessary: The Science is Already Awesome. Our intention has always been to build a fun and interesting game on top of an accurate simulation, not in place of it.
- Indie Game Release Strategy: Following the example of other independent titles like Minecraft and Kerbal Space Program, all alpha releases will be available for free, and if you preorder the game now all future updates, including the full version, are included in the cost at half the price they will eventually sell for.
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