A sci-fi exploration and automation sandbox: walk tiny planets, gather and haul resources, raise bridges between worlds, and train Sparks by recording the trails they learn to follow. Show the path, don't script it, in a physical world that stays surprising.

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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?

“We want players involved while the sandbox is still growing. The core loop-explore tiny planets, gather and haul, raise bridges, record trails, and train Sparks-is playable now, and Early Access lets us harden that loop, expand systems, and shape priorities from real sessions instead of shipping a frozen 1.0 too early. Feedback on training clarity, saves, co-op, and what makes people return will guide what we build next.”

Approximately how long will this game be in Early Access?

“We plan for roughly 6 to 12 months of Early Access, depending on how stable the core loop feels and how much community feedback we can absorb. We may stay in Early Access longer if major systems still need polish before we call a full release.”

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

“We plan to deepen the sandbox beyond today's gather → haul → teach → automate loop: clearer onboarding, more reliable Spark training and failure feedback, stronger saves (including vehicles/cargo), richer Planet Hub crafting, better co-op, and more reasons to travel between biomes.

A major planned addition is a critter / rift-style challenge layer—think short, repeatable runs where you fight and farm for ability progress and gear-style rewards. The behavioural engine for that side already exists; we plan to shape the exact loop, rewards, and how it ties into exploration and automation with player feedback during Early Access. We also plan to keep improving performance as worlds fill with Sparks, critters, and physics.

These are intentions, not guarantees of specific features, drop tables, or dates-the full release should feel like a more complete version of the same physical AI sandbox, not a different game.”

What is the current state of the Early Access version?

“You can already play the core fantasy end-to-end: walk and fly tiny planets with their own gravity, gather resources, build starter carts and trailers, raise bridges between neighbouring worlds, use Planet Hubs for shared storage and crafting/auto loops, record trails, train Sparks, and put companions to work. Solo play and host-authoritative co-op (online / LAN) are available in the shipping desktop build. A first useful path-manual work, a delivery, and a trained Spark run-can take on the order of a couple of hours; open-ended goals like consolidating resources across planets can take much longer.

Early Access still means rough edges: onboarding can be dense, learned routes can fail in ways that need clearer explanation, save coverage is incomplete for some vehicle/cargo situations, Auto only progresses while the session runs, and content breadth (biomes, recipes, long-term goals) will grow over time. Expect a playable systems sandbox, not a finished campaign or fully balanced endgame.”

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

“We are not planning an automatic price change just because we leave Early Access. Our plan is to keep the Early Access price as the baseline and only consider raising the price later if substantial new content and polish clearly support it. Seasonal and launch-style discounts may still happen during Early Access as usual.”

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

“We plan to watch Steam discussions, wishlists, and reviews closely, run demos/playtests when we can, and use player reports to prioritize training clarity, bugs, saves, co-op friction, and the next systems that make people want another session. Useful bug reports, clips of weird physics/AI moments, and “I got stuck here / I wanted to do X” feedback will matter most. We plan to post development updates so players can see what changed and what we are looking at next.”
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Planned Release Date: Nov 1, 2026

This game plans to unlock in approximately 2 weeks

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About This Game

ALife: Becoming

Teach the known. Discover the emergent.

Explore strange little planets with Proto, Bridge and Kee. Gather resources, build carts and trailers, connect neighbouring worlds with bridges, and train Sparks on routes you demonstrate yourself.

Turn Planet Hubs into shared stores and workshops - then head out to see what happens next.

This is an AI exploration sandbox: you do the work by hand, record a trail, and teach a Spark to walk that path. Automation should be reliable enough to be useful, but physical enough to remain surprising.

Sparks learn movement from your demonstrations; the world stays physical, so the same job can still go sideways in interesting ways.

What you can do

• Walk, fly and haul across tiny planets with their own gravity and biomes

• Link Proto, Bridge and Kee, cast skills, and experiment with fused forms

• Build a Scout Cart and Cargo Trailer from common resources

• Raise bridges between worlds and travel the rainbow decks

• Record trails, train Sparks, and put companions to work near your hubs

• Share planetary storage and craft loops through Planet Hubs

• Play solo or co-op online / LAN on a host-authoritative session Show something what you wanted instead of only telling it.

AI Generated Content Disclosure

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

Some sound effects in ALife: Becoming were created with generative AI tools and then selected, edited, and integrated by the developer. Worlds, visuals, and gameplay systems are hand-built or procedurally generated on-device. Companions (Sparks) learn movement from your recorded trails using local learning-from-demonstration - they do not generate images, audio, or text, and the game does not call external AI services while you play.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel i5-2400 / AMD FX-6300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Integrated GPU (Intel UHD 620 or better)
    • Storage: 500 MB available space
    • Additional Notes: Runs on most modern laptops. Vulkan support required.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel i5-8400 / AMD Ryzen 3 3200G or better
    • Memory: 8 MB RAM
    • Graphics: NVIDIA GTX 1050 / AMD RX 560 / Intel Arc or better
    • Storage: 500 MB available space
    • Sound Card: Any
    Minimum:
    • OS: macOS 13.0 (Ventura) or newer
    • Processor: Apple M1
    • Memory: 4 GB RAM
    • Graphics: Apple M1 GPU
    • Storage: 500 MB available space
    • Additional Notes: Runs natively on Apple Silicon.
    Recommended:
    • OS: macOS 14 (Sonoma)
    • Processor: Apple M1/M2/M3
    • Memory: 8 MB RAM
    • Graphics: Apple M1/M2/M3 GPU
    • Storage: 500 MB available space
    • Additional Notes: Runs natively on Apple Silicon.
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 20.04 / SteamOS 3.0 or newer
    • Processor: Intel i5-2400 / AMD FX-6300 or equivalent
    • Memory: 4 MB RAM
    • Graphics: Vulkan-compatible GPU (NVIDIA, AMD, or Mesa-supported Intel)
    • Storage: 500 MB available space
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3.5
    • Processor: Intel i5-8400 / AMD Ryzen 3 3200G or better
    • Memory: 8 MB RAM
    • Graphics: Mid-range Vulkan GPU (GTX 1050 / RX 560 / Intel Arc)
    • Storage: 500 MB available space
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