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Limon

Limon

Playable

Creator, Game Designer, Developer

A contemplative god-game built on an autonomous civilisation simulation, GDScript / Godot 4.6. Peoples are born, farm, believe, trade and wage war without the player: ecology (flora, wildlife, predators, epidemics), technology, culture, diplomacy. The simulation is deterministic, same seed, same history: reproducibility asserted in tests against a reference hash. The player is the god of a single people: faith is earned by answering the camps' real prayers (famine, war, plague), spent on powers, and the divine temperament, grace or wrath, emerges from your deeds. Rival peoples have their own gods, who resist conversion. Visual overhaul shipped: tiled terrain, muted twilight palette, and scenery that tells the simulation's story: crops turn to stubble in winter, reeds mark drinkable water, stumps spread where a camp cuts its wood.

Ten Limon buildings in a row
The village · ten buildings · 48 × 48 · scaled 3x

What this project proves

Playable on itch.io · autonomous world · deterministic simulation

Current state

Playable on itch.io · Windows · free · in active development

Design stance

Godot 4.6GDScript

Context

The wager: build a world that lives without the player first, graft the divine layer on afterwards, without corrupting determinism. With god mode off, the world is bit-identical, and the tests verify it.

Constraints

Keeping a multi-system simulation deterministic and replayable at a fixed seed. Making the world's state readable without an invasive interface: the scenery does the telling. Designing a divine loop around a scarce resource, faith is spent sparingly, with no hard game over: a god whose people die out wanders in spirit and haunts another people to be reborn.

Results and lessons

Published on itch.io (Windows, free). Complete autonomous world, god-game layer shipped: powers across two tiers unlocked by cumulative faith and temperament, prayers answered only if the god acts during the plea, conversion and wars of faith against rival gods. Development continues, on balancing and readability.

Tech stack

Godot 4.6GDScript

Features

  • Deterministic autonomous world (same seed, same history)
  • Full ecology: flora, wildlife, predators, epidemics
  • Divine powers across two tiers, unlocked by faith
  • Prayers: answered only if the god acts
  • Emergent temperament (grace / wrath)
  • Rival gods and wars of faith
  • No hard game over: the forgotten god haunts and is reborn
  • Narrative scenery: the terrain tells the simulation

Production note

The rule that holds everything: the world never cheats. With god mode off, the simulation is bit-identical at equal seed, and the tests assert it. The other structuring decision is readability through scenery rather than interface: if the player has to hunt for information, the world isn't telling its story well enough.