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Epoch Forge

Demo available

Vaporware SoftwareDiscovered Sep 20, 2026

About the game

A 2D colony simulator and sandbox where you make a name for yourself in a dying world. You can type freely to anyone, and they remember what you did. Mine, build, wire logic circuits, appease five silent gods, and push the limits of reality. No ending, no win screen. Pace yourself.

Original Steam description

You awaken in a dying world where nearly anything is possible, and you don't know how to do any of it (yet).

A storyteller decides what happens in your game, based on how you play. You pick from 3 storytellers: the Keeper, the Warden or the Harbinger. The Keeper protects your habits. The Warden incentivizes changing them. The Harbinger punishes them. Some examples:

  • Natural disasters and catastrophes, what kind, and where. Earthquakes, meteor strikes, firestorms.

  • Quests and encounters it thinks would interest you.

  • Political strife that may happen to you, or near you.

You can talk to anyone

Type whatever you want! NPCs answer in character based on their trade, their mood, and your past actions. A local, lightweight language model runs on your own machine (no account, no internet needed) and is grounded by roughly 100,000 written lines of dialogue so the world and its people stay in character and know what they should know. It talks; it never acts, and the game tells you what really changed.

If your PC can't run it, a written conversation menu covers every quest. Khaldurim is an isolated, cynical Dwarven stronghold. Show up as an Elf and the gatekeepers will treat you accordingly. Same gate, same clerk, not the same welcome.

The world doesn't forget

There is no ending and no victory screen. People remember what you did, and word travels: what one person saw first-hand and what the town only heard are different things to them. The world state tracks your footprint for as long as you play, which can be a very long time.

The simulation doesn't wait for you

  • Living economy: Settlements produce goods: mines mine as deep as they can go, villages harvest building materials, farms maintain crops. Caravans buy the extras, and sell the settlement what they can't make on their own.

  • Organic expansion: Settlements and worksites actually grow. When the population outgrows the tavern, the tavern adds a floor.

  • Politics: Settlements run on charters and upkeep. Miss the payments and the place reverts to someone who will make them. The world map shows who holds what.

  • Real logic circuits: Wire automated machinery or assemble a working computer. You can make a screen, calculator, or automation for just about anything you can think of.

  • Realistic mining: Ceilings collapse without support beams, and what falls, and from how high, decides what it does to you.

  • Five powerful deities: Each represents a unique domain of power, and offers powerful abilities to their followers. These relationships take a mix of appeasement, maintenance and a lack of hubris. If any of these are not enough for their favor, the abilities are gone.

  • Farming & livestock: Enclosed animal pens and functional field laborers, tied directly to local food stocks. Farms maintain crops that grow in stages, and you can watch them harvest.

  • Unforgiving enchantments: You can enchant anything, with anything. Enchant a leaf with a pickaxe, and see what happens. Consequences range from a stronger weapon to your own gravity turning over.

  • Persistent devastation: Meteors, tremors, and severe weather leave real terrain scars that never despawn.

  • Harmonics: A local tavern card game where the townsfolk are more than happy to stake their unique collections against your coin.

Difficulty is about information, not damage sponges

  • Casual: Clear UI callouts and extensive tooltips explain systems as they happen.

  • Intermediate: Expects you to figure out mechanical interactions through experimentation.

  • Complex: Logs only what you have personally witnessed, closes the tutorials, and stops holding your hand.

Modding

Items, blocks, crafting recipes, structures, and encyclopedia entries are structured data files. Add your own content without needing to dig into core source files. Modding tools are planned.

Early Access vs. The Full Game

Early Access gives you a village start, the overworld, and the furnished part of Khaldurim, the Dwarven mountain city: seven hand-drawn districts. The rest of the city, and the rest of the continent, which is much larger, arrive in updates.

Demo and release information

A Steam demo was found at the latest check. Confirm it is still available in your region on Steam before downloading.

Steam demo, playtest and Early Access: what is the difference?

Information & artwork: Steam · Last checked UTC