An idle strategy game about the trade beneath a forest. Route Carbon, Phosphorus and Water through a mycorrhizal network, sporulate to begin again stronger, and press down through deep time until the forest becomes one organism.

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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?

“Mutualist is finished in the sense that everything in it works, and unfinished in the one way that matters most for an idle game: its pace has only ever been tuned by one person. An idle game lives or dies on whether hour three feels like progress and hour twenty still does, and that is not something I can measure alone — I can only measure it against myself.

I would rather ship the game I have and tune it against real forests than spend another year guessing.
”

Approximately how long will this game be in Early Access?

“I expect around four months. The work is balance and polish rather than construction, so the end of Early Access is the point where the numbers stop moving in response to feedback — not the point where a roadmap runs out.
”

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

“Mostly in how it feels rather than what it contains. Every system, both prestige layers and the ending are already in the Early Access build — I am not holding content back.

What I plan to change: pacing across the long middle, the cost and payoff of the later upgrades, how clearly the game explains its stranger mechanics the first time you meet them, and quality-of-life additions that only become obvious once people play differently from how I do. If feedback asks for new content I will consider it, but I would rather aim for a better-balanced version of this game than a bigger one.
”

What is the current state of the Early Access version?

“Playable start to finish. Four resources, nine biomes, eight tree species including hybrids, 31 Rootworks, 183 permanent upgrades, 186 achievements, two prestige layers, a third that ends the game, and an optional second run afterwards. Offline progress, saves, achievements and a built-in problem reporter all work.

What is rough: balance in the mid-to-late game, and onboarding for a few systems that arrive with little explanation. Nothing is a placeholder and nothing is stubbed out.
”

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

“We are not planning on raising the price when leaving Early Access, but that may change depending on what gets added. Anyone who buys during Early Access gets the finished game at no extra cost.
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How are you planning on involving the Community in your development process?

“There is a Discord, and it exists for one reason: to find out where the game stalls. The most useful thing anyone can tell me is where they got bored, with a number attached — "I stalled around hour six and put it down" is worth more to me than a dozen bug reports.

Balance changes get explained rather than slipped in, so anyone who cares about the numbers can see what moved and why. The game also ships a built-in problem reporter that writes a diagnostic file the player can choose to attach; nothing is sent anywhere automatically.
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This game is not yet available on Steam

Planned Release Date: Nov 2, 2026

This game plans to unlock in approximately 2 weeks

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About This Game

A forest is not a collection of trees. It is a market.

Under every forest floor runs a fungal network that moves sugar, phosphorus and water between roots — between species, between generations, between the dying and the young. Mutualist is a game about being that network.

You start with a single tree and almost nothing to spend. You connect a second, and the two begin trading. Carbon flows to what is growing, phosphorus to what is spreading, water to what is thirsty. Then a beetle finds your bark, a frost arrives early, and something under the soil starts asking for a share.

Grow, then let go. When a forest has given what it can, you sporulate: the trees release their spores, the grove resets, and Mycelia carries forward into the next forest as permanent memory. 183 Grove upgrades deep, the network stops being something you tend and becomes something that tends itself — and that is when the game asks whether you are willing to lose a forest on purpose to get something older in return.

Then it goes further down. Beyond sporulation lies petrification: whole eras of forest compressed into stone, stratum on stratum, each one a run you actually played. There is a bottom to that stack, and reaching it takes something the game does not explain in advance.

What you actually do

• Route four resources — Carbon, Phosphorus, Water and Spores — through a network you draw yourself, tree by tree.

• Choose species for their trades, not their stats. Oak banks carbon. Birch pulses. Pine holds water. A Mother Tree feeds its neighbours. Graft two together and get something that was not in the list.

• Bargain with the parasite instead of only fighting it. Cooperation is a stance, and it pays.

• Survive seasons across nine biomes, from temperate woodland to tundra to something much deeper.

• Reset on purpose, twice over. Sporulation for Mycelia; petrification for strata. Two prestige layers, and a third that ends the game.

• Leave. It is an idle game and it respects that: the forest keeps trading while you are gone, and coming back is never a punishment.

It is quiet on purpose

There are threats, but they are not the point — they open windows rather than demand reactions. Nothing here is a timer you must beat. The pace is a forest's: slow, compounding, and occasionally interrupted by weather.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Any 64-bit dual-core, 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3 compatible — essentially any GPU since ~2010, integrated included
    • Storage: 250 MB available space
    • Additional Notes: 1920×1080 or larger recommended; the UI is laid out for that resolution
    Recommended:
    • Requires a 64-bit processor and operating system
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