Dyneria is a god game on a living world, shape deserts or lush jungles, plot wars or bring prosperity. A rich simulation responding to every change. Choose your godly powers from 5 domains, containing over 50 spells. Each playthrough is unique.

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About This Game

Dyneria simulates a fantasy world from the climate up. Rain falls where the winds carry it, rivers rise where the rain lands, forests follow the water, and eight races settle wherever the land can feed them.

The world runs itself

  • The map is the simulation. Temperature and moisture move with the seasons and set everything under them. Rivers run where the rain lands, forests follow the rivers, deserts creep in where the rain stops coming. Farm the same ground hard enough for long enough and you can turn it into desert yourself.

  • Nothing is scripted and nothing spawns from a table. When two countries go to war or form an alliance, there's always a reason.

Eight races

The Dwarfs dig under the mountains and can't feed themselves. The Ravari nest in the canopy and hunt whoever lives under it. The Mirekin fish a coast until it's empty and then move along it. Each race builds its own way.

Everything is about supply

  • Everyone wants something they can't make. The Dwarfs want whiskey and the potatoes for it only grow in the cold corners. The Woodelves want mithril arrows and mithril seams are in short supply. So towns ask each other, and the usual answer is no. Getting refused is remembered, and it's how a lot of wars start.

  • A handful of iron sites on the whole map. Iron isn't in every hillside. A few places hold all of it, and the town that gets there first arms its soldiers better than its neighbours can. Countries try to please the towns that hold one, and when pleasing doesn't work, they may take it by force.

  • Wars with causes. Armies are raised from real villages and fed from real stores. Prey on weaker foe's, take away threats, fight for hungry mouths to feed. Or maybe, they have been deceived...

You are their God

For better or for worse, you hold godly powers. As the years go on, your power grows. Take on aspects that shape your influence. 

  • Fire. Light a spark on dry ground and let the wind decide. Drop a meteor. Raise a volcano. Or ignite the fires of industry for an iron mine under a town you've decided to favour.

  • Nature. Rain, cold snaps, droughts, a locust swarm that wanders off wherever it likes. Grow forests and fertile lands. Create paradise, or take it away.

  • Religion. Build up a religion that superseeds country borders. Create believers all over the world, their believe gives you power, use or abuse, the choice is yours. 

  • Biology. Genes, mutations and virusses. Create a powerfull race, spread disease or conquer the world with a mutant army.

  • Politics. Install politicians who do your bidding. Shape allies or enemies, seed hatred trough propaganda, let villages owe you one, and cash in your chips when it's time to strike.

Play the game

Campaigns are adventures, a set world with a story to tell. An swamp invaded by mirekin, multiplying and aggressive. A lone Woodelf village, pushed back into their forest by a Ravari tribe. A world threatened by rumours of an orc invasion about to happen.

These stories can be played on both sides.

AI Generated Content Disclosure

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

The development has made use of some generated sprites and some help in UI, next to the art bought from artists.

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: GTX 1050 / RX560
    • DirectX: Version 12
    • Storage: 1 GB available space
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