Tiny World. Big Consequences. Tiny Consequences is a living-world god simulation where one small intervention can ripple through an entire planet. The world does not wait for you. Villagers live their own lives. They form families, raise children, farm, fish, herd animals, build homes, trade, travel, migrate, found new settlements, help their relatives and sometimes fight. Around them, forests grow and burn, rivers flood, animals move, fish respond to the oceans, weather changes harvests, winters become harsh, volcanoes erupt and earthquakes shake the land. Then you interfere. ⚡ Change the world, not the outcome You are not directly commanding villagers or triggering scripted disasters. Your powers alter the physical world. Use: ⚡ Lightning 🌧 Rain ☀️ Drought 🌡 Heat ❄️ Cold 🌋 Volcanic pressure ⛏ Fault stress ☠️ Cull animals 🐾 Introduce animals 🌡 Warm / cool the ocean 🦠 Disease and blight 🛢 Oil spills ☄️ Meteor strikes Rain doesn't magically increase food. It adds water. Lightning doesn't tell a family to migrate. It strikes something. A meteor doesn't launch a scripted catastrophe. It physically hits the world. What happens next comes from the simulation. 🔗 Chain Reaction One lightning strike might become: Lightning ↓ Tree catches fire ↓ Forest burns ↓ Grazing land disappears ↓ Livestock scatter ↓ A household loses food ↓ Relatives send help ↓ Trade changes ↓ A family decides to leave Or the fire might be extinguished before anything serious happens. The game does not know the final outcome beforehand. That's the point. 📰 Watch stories emerge Tiny Consequences gives you three ways to understand the simulation. World News — What is happening? Major events appear as they happen around the planet. Click one and travel directly to where the story is unfolding. Why? — Why did this happen? Inspect people and events to trace their causes backward through the simulation. Ultimately, causes lead back to: NATURE · PEOPLE · YOU Your Actions — What did I cause? Every god intervention becomes the beginning of its own consequence tree. Come back days or seasons later and your original action may have produced entirely new branches. One action can keep creating consequences long after you made it. 🌍 A world that lives without you The planet contains interconnected simulations for: 🌦 Weather & climate Rain, temperature, snow, drought, storms and seasonal change. 🌊 Water & oceans Rivers, floods, ocean temperature, currents and coastal ecosystems. 🌲 Ecology Forests, vegetation, wildfire, grazers, predators, fish and birds. 🐑 Animals Individual livestock and visible wild animals that graze, move, flee danger and interact with people. 👨👩👧 People & families Persistent individuals with parents, children, partners, homes, needs, skills, memories and knowledge. 🌾 Economy Farming, fishing, forestry, livestock, salt, stone, iron, tools, trade, credit and seasonal fairs. 🏘 Civilisation Villages grow naturally. Families migrate. New settlements can be physically founded from nothing. ⚔️ Conflict Theft, remembered wrongs, raids, injuries, defence and reconciliation emerge from the same people and relationships. 🌋 Natural disasters Wildfire, floods, earthquakes, eruptions, ash, tsunami and meteors interact with the same world everyone lives in. 🎮 How to play Watch the world Zoom from the whole planet down into individual villages. Inspect Click people, animals and settlements to understand what they are doing. Intervene Choose a god power and change part of the physical world. Watch See how people, animals and the environment react. Speed up time Let days or seasons pass. Check Your Actions Find out what your small intervention eventually became. There is no single correct way to play. Help the world. Experiment with it. Or make one terrible decision and see how far the consequences travel. 🎯 Made for Defold Game Jam 2026 Theme: CHAIN REACTION Our interpretation of the theme is the game's entire simulation architecture: One change enters a living system, then consequences propagate through everything connected to it. There are no predefined chains such as: Lightning → Famine Instead: Lightning → physical change → agents react → ecology/economy changes → new decisions → new consequences The chain can stop immediately — or continue for years. Built with Defold. 🤖 AI Usage AI tools were used during development, primarily for implementation. I created and directed the game concept, core gameplay, simulation philosophy, system design, mechanics, world rules, god powers, chain-reaction structure, UX, visual direction, feature priorities, balancing goals and overall creative direction. I also continuously playtested the game, identified problems, decided how systems should behave, and directed each iteration. Claude Code handled most of the programming and technical implementation under my direction.
Simulation · Sandbox · Casual
A little world of reactions, one grain at a time. ▎ Pick an element and draw it into the world. Sand piles up, water finds its level, oil floats, smoke drifts away. Then things start to react: ▎ - Heat sand until it fuses into glass, or melt stone into lava ▎ - Pour water on lava and watch a new shoreline hiss into stone ▎ - Wire a battery to a lamp and light it up ▎ - Plant seeds in wet soil and watch them sprout and climb ▎ - Chill a cloud until it rains, or snows ▎ - Set off blast powder and follow the chain reaction ▎ - Neutralise acid with baking soda, rust metal in salt water, dissolve salt and boil it back out ▎ There's no score and no timer. Try an idea, see what happens, undo and try another.
Build a treehouse in a giant tree, one block at a time, and discover the secrets it hides. Plant a tree, then place a block. That's the only thing to do — Treetop Tales does the rest. Decks grow railings, rooms get roofs and windows, thin walkways become rope bridges, and a staircase of blocks turns into a slide. Every shape hides a surprise. A lone tower becomes a cardboard rocket ship. A long pier becomes a pirate ship. Paint the grass blue for a paddling pool with rubber ducks, yellow for a sandy beach, red for flower beds. Build a hut on stilts and hens move in, with a fox watching from behind the trunk. There are 119 things to discover, from castles and catapults to zip lines, owls, glow-worms, birthday parties and fireworks. Each one gets a page in your discovery journal. Watch your tree grow from a seed to its own little tune. Turn day to dusk and see the lanterns glow. Keep a whole grove of trees, each with its own treehouse. No timers, no goals, no fail states. Just a cosy toy for making something lovely. Free to play: the oak, every building piece, and 114 of the 119 discoveries. The Grove Pack ($4.99) adds four more kinds of tree and orchard surprises, and helps a small indie dev make more cosy games. Plays in your browser on desktop and phones.
DeepMine is a large-scale 3D sandbox where players explore a living block-based world and choose their own playstyle. The game blends the familiar freedom of Minecraft with the energy of Roblox, while adding its own mechanics, quests, and discoveries that make every session feel like a new adventure. 🌍 Explore different biomes, discover new places, and interact with the environment. ⛏️ Gather resources, collect items, and craft tools and equipment. 🧱 Build houses, bases, and your own structures while gradually developing your world. ⚙️ The game combines open-world exploration, building, survival, and clear progression through resources, inventory, and crafting. 🎮 DeepMine is made for players who enjoy freedom, creativity, long play sessions, and steady world-driven progression.
Build, dig, and blast across blocky battlefields in this voxel multiplayer FPS.
FPS · Voxel · Multiplayer
Tiny Hamlet is a cozy village builder you shape by hand. Raise cottages, lay paths, and plant gardens while villagers wander the meadow. Plant a hamlet of your own, or share a village code and build it with a friend.
Shape a little island one corner at a time, sow a few seeds, and see who moves in. Plants choose where they grow, garden features appear on their own, and butterflies, bees, frogs, ducks and hedgehogs arrive once the garden suits them. Build the right shapes and secret landmarks appear: a lighthouse, a windmill, a torii shrine on a tiny islet, a steaming hot spring and many more. Bring three together and they become a Wonder with its own festival, from candlelit paper boats on summer nights to fireworks over the autumn harvest. On the rarest nights, spirits made of light come to visit. Four seasons, a day and night cycle, a journal to fill, and share links so friends can wander your island and hang a friendship lantern for you. No goals, no timers: just a small, calm place that keeps growing.
Miami Beach at sunrise. Walk the Art Deco strip on Ocean Drive while the pastel hotels light up gold, palms throw long shadows and the surf runs in around your feet. Get into any car on the street, the lifeguard ATV or a beach cruiser and drive it anywhere: down the drive, across the park lawn and straight into the sea. A sandbox with nothing to win. The hotels, palms, sky, ocean and every sound are generated in code. Made with AI agents (Claude) in Cursor. Best on a desktop GPU; also runs on phones at a lower quality tier.
Open World · Driving · Sandbox
Eaglercraft is a browser-based sandbox game inspired by classic Minecraft versions. It recreates the core survival and creative mechanics, including mining resources, crafting tools, building structures, and exploring block-based worlds. The game is designed to run entirely inside a web browser, making it accessible on devices where installing software is restricted. I intend to make no money from this...
Voxel World Survive in an endless, randomly generated voxel world. Break blocks, collect them, and place them wherever you like - build your own shelter, home, or even a small fortress with your own hands. Explore and gather resources during the day, then defend yourself against zombies that come out at night. With simple controls, a clean visual style, and a smooth build-and-survive loop, it plays comfortably on both PC and phone.
Build a tower out of the blocks you are dealt, then defend it. Between waves you get a hand of four shapes — walls, archers, cannons, mortars, tesla coils — and a short window to place them. Then the horde arrives: goblins, boar-beasts, burning hounds, bone knights and siege engines that out-range everything you own. Blocks that lose their support fall, and falling rubble crushes whatever is underneath. Spend wood, stone and gold, unlock the tech tree, and see how deep you can get.
A machine-building sandbox where you must appease the most demanding client: Satan, Lord of Hell itself. Engineer machines to automate the processing of damned souls in this quirky, darkly humorous entry for Gamedev.js Jam 2026 developed in just two weeks. Damnation via automation!