Shape a living god-sim where every spark is a soul. Zoom from one life to a whole world that curls into a torus; raise land, call rain, touch one fate, and ask why any place became itself. The Chronicle remembers every cause. Survival is the score.

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Early Access Game

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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 launches with a small, proven core — the tend-and-witness loop, three simulation layers (climate, ecology, population), a tight verb set, authored scenarios, the Chronicle and ask-why. The full vision (economy layer, people-as-agents, online leaderboards, mod API, world gallery) is a roadmap best built in the open with players whose worlds surface what to deepen next.”

Approximately how long will this game be in Early Access?

“6-12 months”

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

“Roadmap layers shipped as EA updates toward 1.0: an economy layer, people-as-agents, online leaderboards (Steam API), shareable/interrogatable worlds (seed + intent-log), divine-identity progression, a formal mod API, a full original score, and gamepad/Steam Deck support.”

What is the current state of the Early Access version?

“Complete and playable: the deterministic sim core, climate/ecology/population, the verb set, authored scenarios + seeded free-play, the narrated Chronicle with ask-why, seed-share and local high-scores, original brand/art treatment, ambient audio.”

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

“Yes — $14.99 during Early Access, rising to $19.99 at the 1.0 release.”

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

“Same-seed challenges are the heart of the game — community seeds and score spreads directly inform balance. Steam discussions + regular dev updates per roadmap milestone; the Chronicle makes bug reports unusually legible (players can paste the *why* chain).”
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About This Game

Vonkelveld (Afrikaans for "spark field", pronounced roughly FON-kul-felt) is a god-sim of tending and witnessing: a living world where every spark is a simulated soul, every place has a history, and every age ends with the question of how long your people endured.

Tend, don't command. You are not a king. You do not command units, place buildings, or script lives. You shape conditions: raise land, sink it, call rain, warm the air, bless the ground, guide migration, kindle worship, or bring ruin. Then time runs, people choose for themselves, and the world answers in its own language.

Fall from a god's eye to a single life. Pull from the life of one person to the shape of the whole world with no loading screen between them. Follow a single soul through family, friendship, memory, need, devotion, and death. Open the Locket to keep them close. Reach in with micro-verbs such as Comfort or Inspire, changing one fate among thousands.

See the world at every scale. Zoom out further and the map curls into its true torus form: a strange, beautiful world you can read from above, orbit, and return from. Toggle 3D relief to watch the flat map rise into mountains and basins. Switch visual layers to read land, people, order, belief, weather, and pressure beneath the surface.

Ask why - and get the truth. Ask Why-Here about any place. The game answers with the actual causal chain that made it what it is, traced through the Chronicle of your world. Not canned lore. Not flavor text. The real remembered causes: your acts, the climate, migration, collapse, survival, and chance.

Survival is the score. Each scenario brings its own pressure: the Long Winter, The Drowning, The Burning Age, Emberfall, Fragile Eden, Hold the Line, and more, alongside seeded Free Play. A perfect world is not promised. The question is how long and how brightly it burns.

Deterministic to the byte. Every world is deterministic from its seed and your choices. Share a seed, replay the same world, compare outcomes, and know the difference came from what you did.

Drawn from authored primitives. The living map, weather, day and night, UI, sound, and music are built from authored procedural systems. No stock art. No AI-generated imagery. A world that looks and sounds like only itself.

Standout Features

  • Tend, don't command — shape land, weather, fortune, and pressure while people remain free.

  • Seamless scale — move from one life to a city, a civilization, the whole world, and the torus view.

  • A living micro-sim — follow individual souls, their bonds, their needs, their memories, and their life stories.

  • Micro and macro god-verbs — bless regions, reshape terrain, call rain, or touch one person's fate.

  • Ask Why-Here — interrogate any place and get the real causal chain behind it.

  • The Chronicle — your world writes its own emergent history as it happens.

  • 3D relief and world layers — read terrain, people, belief, order, weather, and other simulation layers.

  • Authored scenarios plus seeded free play — survive different catastrophes or explore endless deterministic worlds.

  • Survival scoring — measure soul-years, peak souls, years endured, collapse, and legacy.

  • Guided First Light tutorial — learn the full loop through an in-game step-by-step scenario.

  • Photo mode and full simulation interface — compose beauty shots or play through the real game UI.

  • Steam features and languages — Steam achievements, controller support, touch support, cloud saves, and 11 in-game languages.

  • Hand-built procedural presentation — art, sound, and UI are generated from authored primitive systems; no stock art and no AI-generated imagery.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The game's narration engine is a deterministic template system with zero runtime AI. The template/fragment library it draws from was hand-crafted in English, and then mass-localized during development using a large language model and then human-curated. No AI image generation was used: all art, icons, and store assets are procedurally rasterized from hand-authored primitive op-lists. The game contains no live/runtime AI generation.

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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