We grew up on real-time strategy games, city builders, and god games. We loved the feeling of shaping a world and watching it come to life. But as technology evolved, god games used that power to become more complex and, in our view, less enjoyable.
Project Fermi is built around an idea: the limitations of traditional god games were a feature not a bug. We aim to build a game that captures the joy and simplicity or Populous, Megalomania and Theme Park, the chaotic enegy of Lemmings, and the scale of Age of Empires while embracing the depth of emergent systems. We aim to recreate the feel of those classic real-time strategy games with a modern twist.
You are the architect of a fragile ecosystem, a mid-level deity in a celestial bureaucracy, guiding the inhabitants of your world through a series of challenges and opportunities.
You don't command your species, and left to their own devices they'll happily live out their lives of mindless routine.
But you control their world, and you must drag them from hunting and gathering into space colonization, whether they like it or not. You must trumatize them with challenges until they evolve.
Raise mountains, carve valleys, send prophets and calamities, or shift the climate. Every change you make forces your "Beings" to adapt, mutate, or perish.
Why are you doing this? What's going on in your plain of reality? It's unclear, maybe you'll find out more as time goes on.
Status: In Alpha Development (Phase 1: The Toy Box).