Kindle a world where every light is a living soul. Shape it — never command it — then fall from the heavens to a single life and follow it. Ask why about anything and get the real causal chain. The stakes always win; how long and how brightly your world burns is the score.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Vonkelveld is a game about watching a world become itself — and I want it shaped by the worlds you actually create. The full loop is already here and complete: tend a living world, watch settlements grow into cities, fall all the way down to a single person's life and follow it, and ask why about anything to get the true causal chain behind it. That foundation is solid and fun today. But the larger vision — a living agent-driven economy, ever-deeper individual lives, shareable and challengeable worlds, online score competition — is best grown in the open, steered by the seeds you share, the runs you post, and the stories you tell me you want to follow. Early Access is how I make sure the game grows in the directions players care about most.”

Approximately how long will this game be in Early Access?

“I expect Vonkelveld to be in Early Access for roughly 6 to 12 months, driven by roadmap milestones rather than a fixed calendar date. As a solo developer I'd rather ship each major layer when it's genuinely good than rush it to a deadline — and I'll keep the roadmap and progress visible the whole way.”

How is the full version planned to differ from the Early Access version?

“The 1.0 version will be broader and deeper than the Early Access build, with major layers added as free updates:

* A living economy — the world's people acting as economic agents, with trade, production, scarcity and prosperity emerging on their own.
* Deeper lives — more ways to follow, understand, and touch a single person across a lifetime.
* Shared and contested worlds — send a seed, post a score, and compete on identical worlds through online leaderboards and same-seed challenges.
* More worlds to test you — additional scenarios, god-powers, and emergent stakes, each map playing its own way.
* A full original score and a richer, reactive soundscape.
* A "storybook" that gathers your world's most remarkable cross-generational stories to revisit and share.
* First-class modding — the simulation is already pure data, so this opens that surface to players formally, with Workshop support.
* Full Steam Deck support.”

What is the current state of the Early Access version?

“Vonkelveld is complete and genuinely playable right now — this is not a skeleton. The current build includes:

* The full deterministic simulation — climate, ecology, and population — running a living world.
* The god-verb toolset: raise and sink land, summon rain, warm the air, bless the ground — spent from a limited divine-power budget.
* Settlements that found themselves, grow into cities with real streets and landmarks, and are abandoned on their own.
* The complete "fall into a life" layer: zoom seamlessly from the heavens to a single person, follow them through their life, watch their family and relationships surface in the chronicler and picture-in-picture view, and reach in with a god's touch at the individual scale.
* The narrated Chronicle and the ask-why causal chain — click anything and trace the real history behind it.
* Authored scenarios (the Long Winter, a drowning world, fire and volcanism, a fragile eden, and more) plus open-ended seeded free-play.
* Survival scoring with local high scores and shareable seed codes.
* A fully procedural, hand-crafted look and sound — a living map, day and night, weather, and synthesized sound effects and ambience.
* Full controller
Steam Deck support is in progress, and the deeper roadmap layers above are still to come.”

Will the game be priced differently during and after Early Access?

“Vonkelveld will launch into Early Access at its introductory price. As major content is added on the way to 1.0, the price may rise modestly — so Early Access will be the most affordable way in. Anyone who buys during Early Access keeps the full game through 1.0 at no extra cost.”

How are you planning on involving the Community in your development process?

“Community is built into the game's DNA. Because every world is just a seed, players can share worlds and compete on identical ones — and those shared seeds and score spreads directly inform how I balance and grow the simulation. I'll run regular dev updates tied to roadmap milestones, take scenario and feature requests through Steam Discussions, and prioritise based on the worlds and stories players surface. The ask-why system even makes bug reports unusually precise — players can paste the exact causal chain behind anything that looks wrong. The lives and worlds you discover and share are what will shape the game next.”
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This game is not yet available on Steam

Planned Release Date: Jul 13, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

Vonkelveld (Afrikaans: "spark field") is a god-sim of tending and witnessing, where every light scattered across the dark veld is a simulated life — and you can fall all the way into any one of them.

Tend, don't command. You are a force, not a king. Raise land and sink it, call the rain, warm the air, bless the ground — then spend your limited divine power and let time run. The people decide for themselves where to settle, when to flee, who to follow. You shape the world they live in; you never give an order. And the world pushes back on its own terms — the stakes always win in the end.

Fall from a god's eye to a single life. Pull back and watch hearth-lights bloom into villages, villages into cities with real streets and landmarks. Then dive — past the clouds, past the rooftops — and follow one person through their whole life. Their family and friendships light up around them; their private story unfolds in their own words; and you can reach in with a god's touch to change one fate among thousands. Every spark is a life, and every life is yours to find.

Ask why — and get the truth. The Chronicle narrates your world's history as it happens. Click any place, any moment, and ask why — and the game answers with the actual causal chain that produced it, traced back through the years. Not flavour text. The real reasons your world became what it is. No other god-game does this.

Survival is the score. The cold — or the fire, the flood, each scenario's own slow doom — always comes. Skill is how long and how brightly your world burns: soul-years lived, peak souls, years endured.

Deterministic to the byte. A world is nothing but a seed plus your choices. Send a friend your seed code and they play the identical world — so the gap between your scores is pure skill. Same seed, same world, every single time.

Drawn from nothing but math. The living map, the drifting weather, the turn of day and night, every sound — all procedurally generated at runtime from simple primitive recipes. No stock art. No AI-generated images. A world that looks and sounds like only itself.

Choose your catastrophe. Hand-authored scenarios that each play completely differently — the Long Winter, a drowning world, an age of fire and volcanism, a fragile eden on the brink — plus open-ended seeded free-play for endless worlds.

Standout features

  • Tend, don't command — shape land, weather and fortune, but the people live by their own will

  • Seamless scale — zoom from continents and centuries down to one person's life, with no loading or seams

  • Follow a single soul — track individuals and watch their families and relationships emerge, kin lighting up around them

  • Ask "why" about anything — get the true, traced causal chain behind any place or event, not canned text

  • A living Chronicle — your world narrates its own real, emergent history as it happens

  • Power at every scale — bless a continent or reach into one person's fate

  • Survival as a high score — soul-years, peak souls, years endured

  • Byte-perfect determinism — share a seed code and compete on the exact same world; the score gap is pure skill

  • Hand-crafted procedural world — art and sound generated from primitives at runtime; zero stock assets, zero AI imagery

  • Distinct authored scenarios + infinite free-play — every map plays its own way 

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core, 2.4 GHz (Intel Core i3 8th-gen / AMD Ryzen 3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: Any DirectX 12 / Vulkan–capable GPU, incl. integrated (Intel HD 520 / AMD Vega iGPU / NVIDIA GTX 600-series or newer). Older GPUs run via the OpenGL fallback.
    • DirectX: Version 12
    • Storage: 500 MB available space
    • Additional Notes: Runs on integrated graphics. 64-bit OS required.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core, 3.0 GHz (Intel Core i5 / AMD Ryzen 5 or better)
    • Memory: 8 GB RAM
    • Graphics: Modern integrated (Intel Iris Xe / AMD RDNA2) or any entry-level dedicated GPU (NVIDIA GTX 1050 / equivalent)
    • Storage: 500 MB available space
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