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Mythforge

  • 2d
  • pixel-art
  • god-sim
  • sandbox
  • simulation
  • strategy
0
Remix it Discord

6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kaleb Asefa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mythforge yet. Play it, then tell Kaleb Asefa what you would add next.

Make your own game

Mythforge was built by Kaleb Asefa with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Mythforge opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Mythforge

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable 2D top-down pixel-art god-simulation sandbox titled “Mythforge.” The entire world is rendered in a crisp, nearest-neighbor/pixelated style on an HTML canvas, using a 128×84 logical tile map with 10-pixel base tiles. Show a procedurally generated island/continent in an ocean, with irregular landmasses, grass plains, forests, deserts, mountains, tundra, rivers, ruins, and occasional lava. The world should be generated from a random seed and include varied height, moisture, temperature, and fertility values. Rivers should flow from elevated terrain toward the ocean; scatter ancient ruins containing relics. Use distinct flat colors: dark blue ocean, bright blue rivers, green grass, darker green forest, tan desert, gray mountains, pale tundra, purple-gray ruins, and red-orange lava. Include a small pixel minimap in the lower-right HUD that shows the whole map and colored city markers.

The player is an invisible deity/caretaker rather than a conventional avatar. The main interaction is selecting a divine tool from a left-side toolbox and clicking a map tile to affect an area around that point. Include grouped tools matching the game: Spawn (Inspect, Spawn Humans, Spawn Elves, Spawn Dwarves, Spawn Orcs, Spawn Fae, Spawn Goblins, Spawn Wildlife, Spawn Wraiths, Found City); Terrain (Raise Land, Lower Land, Paint Forest, Paint Desert, Raise Mountain, Create River); Weather (Rain / Fertility, Storm); Disaster (Lightning, Meteor Impact, Plague, Volcano); Divine (Bless Region, Curse Region, Miracle Bloom, Wild Mutation). Display the active tool and its hint in compact rectangular dark buttons. Inspect should select the nearest creature, city, or tile and show its details in the right inspector panel. Terrain and region effects should visibly alter the map and leave particles/overlays: rain and storm use blue effects, lightning uses a bright cross-shaped bolt, meteors create a broad impact with lava at the center and ruins around it, volcanoes create lava/mountains and ash, and disease creates a translucent greenish infection overlay. Blessing improves fertility and morale; curses reduce morale and add disease; miracles improve fertility/moisture and can turn harsh biomes into grass; mutations add disease and can spawn beasts or wraiths.

On a new world, automatically seed four civilizations—Humans, Elves, Dwarves, and Orcs—with cities, territories, and populations. Also seed wandering wildlife/beasts and wraiths near ruins. Support additional spawned Fae and Goblins as civilized races, plus wild Beasts and hostile Wraiths. Each creature is a small colored pixel figure with a dark detail; soldiers have a red accent, diseased creatures become green, blessed creatures get a pale outline, and frightened creatures can show a tiny white mark. Use race colors and names, with races having distinct fertility, curiosity, aggression, industry, diplomacy, lifespan, and favored biome traits. Civilized creatures have jobs such as forager, woodcutter, miner, builder, scholar, soldier, healer, and trader; they wander, seek resources, work near cities, eat, age, reproduce, become diseased, respond emotionally, remember events, and can die. Wild beasts migrate and attack nearby civilized creatures, while wraiths haunt ruins and attack more strongly. Creatures should have visible simulation-driven values including health, hunger, morale, fear, anger, hope, strength, mind, craft, personality, goals, memories, and relationships/home kingdom data.

Cities should be compact pixel settlements with a dark foundation, a race/kingdom-colored central block, pale window pixels, and a larger gold structure at higher levels. Cities hold population, food, wood, ore, wealth, defense, faith, loyalty, market prices, tools, arms, luxuries, plague, and level. Civilization simulation should gather resources, upgrade cities, expand territorial claims, discover relics at ruins, create roads/trade routes, and found new towns. Kingdoms should have names, race identity, colored territory overlays, rulers and heirs, faith, technology, culture, traditions, myths, stability, laws, alliances, trade, spies, and wars. Simulate diplomacy over time: kingdoms can form alliances, establish trade agreements, spy, declare war, fight skirmishes, capture cities, suffer casualties, and experience rebellions. Add occasional autonomous world events such as surfaced ruins, ruler succession, caravans, herd migrations, and new omens/myths. Record events in a chronological history feed with year/day labels and good/bad outcomes.

Use a fixed full-screen interface with a dark navy background and a transparent-over-map HUD. At the top, place a dark bordered bar reading “MYTHFORGE,” with Pause/Resume, a speed button cycling 1×/2×/4×/8×, New World, Save, and Load controls. Show Year and season (Spring, Summer, Autumn, Winter), living population, kingdom count, and an FPS readout. Put the scrollable tool palette on the left below the top bar. Put a dark right-side panel with an inspector above a scrolling event history; initially say “Click a tile, creature, or city to inspect it.” The inspector should show tile biome/coordinates/height/moisture/fertility/owner/disease/culture, creature name/race/job/goal/age/health/hunger/morale/emotions/stats/traits/home/memories, or city name/kingdom/race/population/level/defense/loyalty/resources/goods/markets/ruler/stability/myth. Along the bottom, place a legend for Ocean, Forest, Desert, Mountain, Tundra, and City, plus the minimap.

Support mouse/touch input: click/tap the canvas to use the active deity tool, drag to pan the camera, and use the wheel/pinch-equivalent zoom from approximately 0.55× to 4.8× while keeping the cursor’s world position stable. Highlight the hovered tile with a brush rectangle sized to the active effect radius and outline the selected tile/creature/city in white. Include Pause and adjustable simulation speed, procedural New World generation, local Save/Load persistence, short pixel-style synthesized UI/spawn/miracle/disaster/battle sounds after audio is unlocked, and safe pausing if a simulation error occurs. Keep the presentation austere and readable: pixelated flat-color terrain and tiny agents beneath dark monospaced control panels, with the world visibly evolving even when the player does nothing.

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