
Gather resources, craft components, build vehicles, and code their logic in a physics-driven engineering sandbox and full scale space sim.
Modeled estimate, not a reported figure. How we estimate →
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About
Archean is a deeply immersive Engineering Sandbox.
Begin your journey on primordial Earth, over 3 billion years ago, in the Archean eon—a time when the world was raw, untamed, and full of potential.
Craft, experiment, and engineer your own creations—solo or with friends—in a sandbox that doesn't hold your hand. Every system is simulated, every challenge earned.
And when you're ready to go beyond?
This is also a full-scale space sim, with realistic physics and orbital mechanics.

Engineering / build sandbox
Resource gathering and crafting
Solo or Multiplayer with dedicated servers
Open World with full size Earth and Moon
Space Sim with orbital mechanics
Aerodynamics and Buoyancy simulation
In-game coding with the XenonCode language
Built-in Modding System
Workshop integration
Creative and Adventure modes
Fully ray-traced graphics
Pressurization system
Nuclear fission
Vehicle destruction and PVP
Survival mode
Full scale solar system (with all the planets and moons)
Weather system
LOTS more content
This game (and custom engine) is developed by a single programmer in a small team of two.
We offer a very advanced, high precision build and engineering system with small resizable blocks from 25 cm to 4 meters.
In this game, you have to connect components with actual cables/pipes for power, data and fluids.
Build in-game live in an immersive way, not in an editor.
Code your own logic in virtual computers, using pure code or a node-based visual programming system.
Make bases, rovers, trucks, planes, rockets, boats, submarines, zeppelins...

We have developed a new programming language designed to be easy to learn and optimal for in-game virtual computers.
The game has a built-in cooperative editor with syntax highlighting and multi-cursor support, as well as a node-based visual editor to facilitate scripting.


In this mode, you begin with nothing in your backpack. You have to gather resources and craft everything you need.
You start by hand, picking up rocks, build mining rigs, build automated machines and so on.
Some resources are underwater, some are at the highest mountain peaks.
It's up to you to build vehicles that can get there.
The ultimate goal is to reach the Moon.
Our innovative renderer is fully ray-traced with a great performance.
This is not a eye-candy, it's actually a necessary feature for this game to even exist, because of its dynamic nature.
Since the content will be mostly user-created and it's set to be moddable out-of-the-box, we cannot afford any artist-driven baked lighting, and with the full scale aspects with customizable solar system, we need the sun(s) lighting to be completely dynamic based on the real-time scenario, instead of tweaking shadow maps and reflection probes manually like other games do.
The entire scene is rendered in a single ray-tracing pass with many recursive light bounces.
This allows for realistic hard shadows, perfectly reflective mirrors and physically correct refractions.
Just make sure you have an NVIDIA RTX or AMD Radeon RDNA2+ graphics card and you're good to go.

The game is set 3 billion years in the past.
The Earth is rotating faster, making for 12-hour days instead of our familiar 24.
The sun is a bit dimmer and the moon orbits a lot closer to earth and is geosynchronous.
The continents are mostly grouped together on one side and there is a super volcano.
There is also no oxygen, the atmosphere is mostly CO2, and it's quite hot on the surface.
Life is barely starting to take place on Earth.
The game takes a realistic approach to time, there is no time warp and no pause.
This is because we have a focus on multiplayer and the planets are actually rotating and revolving around the sun.
Two players would not be able to interact realistically with each other if their times were to run at different rates.

The entire surface of the Earth (and the moon) is procedurally generated, at full scale, down to 1mm precision.
The world is quite empty at the moment though.

Since the Earth's surface is mostly water, we have to handle underwater environments.
Being fully ray-traced we can simulate refraction and reflections realistically.
The game simulates buoyancy, so you can build boats and submarines.

The final goal of this game is to be a Full Scale Space Sim with the entire solar system.
At the moment we have the Earth and the Moon, Orbital Mechanics and Re-Entry effects based on velocity.
There is no artificial speed limit, so you can actually orbit realistically at 8 km/s.
You can also dock with your friend's ship while in orbit, if you're good.

We have great plans for this game, and we swear by our 5 commandments:
It's NOT arcade-style and we do not underestimate our players.
You must understand science or be willing to learn some physics.
The game features realistic 6-dof space physics without any artificial speed limit.
As far as we know, it's the only multiplayer space sim where you can dock with your friend's space station while in space at Full Orbital Velocity.
This game is NOT meant to be a dogfight-style space shooter because that would not be practical with realistic physics.
Seamless transitions, no loading screens, EVER!
From ground to orbit to another planet... it's all seamless.
The game also happens to "load" pretty much instantly... For reference, in our Quadcopter video, the recording started BEFORE the game's executable was launched.
No fake boundaries. No skyboxes. No predefined paths.
IT's a true Open World game, and it's all full scale.
If you see a mountain, it's not a texture... You can just walk there and climb it if you have the courage... But I would just build a Rover or some kind of aircraft to get there faster.
The moon that you see from the surface of Earth is the actual moon's terrain that you will land on, if you manage to build a good enough rocket, that is.
The stars you see are individually rendered points in 3D space. It's not a skybox. But let's be honest you won't ever be able to reach another star.
Immersive, first person controls and no cutscenes.
There will NEVER be a point where the player loses control of their avatar to a cutscene or to some long animation.
This game will keep a focus on First Person Immersion.
Even though there is a 3rd person view available, it's mostly for taking screenshots, the game is not meant to be played this way.
Everything has a realistic purpose based on science.
Nothing should be fake, and in-game technologies must be at least plausible with some math behind it.
This means that there is no such thing as magical artificial gravity.
There are only two ways to have gravity in your spaceship when you're in space:
Constant Acceleration: Players inside an accelerating ship do feel gravity realistically, and there is no artificial sublight speed limit as opposed to most (if not all) other multiplayer space sims.
Centrifugal Forces: Yes you can also build a rotating station and you will have realistic "gravity" sensation like you would expect.
Also, there will be no Faster Than Light space travel.
The math for a plausible Warp Drive would not allow that, but will let you multiply your acceleration quite a bit, in a way that you can travel up to 99% the speed of light.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ide needs a little improvement (ex. ctrl+f doesn't work, no multi cursor etc.) but other than that it's pretty impressive
Cool game, but not for me. I kind of really dig some parts of it especially little touches like the ore locator functionality. But my wife and I were giving this title a try and got to the point we needed transport. Found the official tutorials and got to the whole setting up the inputs/outputs for the computer.....and, welp, not for us lol. Best of luck to the project, we think it's kinda neat but we just don't have the patience for that. Because I can't imagine what it's like when you get to orbital machines. I'll give this a thumbs up, it isn't the game's fault it's us.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English, French, Italian, German, Spanish - Spain
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
für mich ist es kein richtiges spiel das ist eher was für Leute die Programmieren können und auch für Anfänger die was lernen wollen es macht mir sehr viel spaß
Очень высокий потенциал, через год будет как Stormworks по механикам.
Left a review on the demo game. I liked it so much I bought the full version. The complexity is thrilling. The documentation is a bit lacking but I was able to figure things out, including the programming bit.
You could go nuts building all sorts of useful and not so useful stuff. These guys seem to balance functionality without requiring you to be a mechanical engineer. The programming is not so complicated an there are also nodes if you prefer a visual representation. It looks like there is room for more elaborate projects if that is what gets you excited. I am also looking forward to exploring the blender plugin to create custom objects. I wished more game developers facilitated this.
The devs seem unafraid to try new things and generally step outside the comfort zone of the gaming industry standard. This has left me thinking "Why don't more games do this?" a few times in the few hours I've played so far. There's a learning curve, but there's also in-game documentation to help you through it, and things are very intuitive once you get the basics.
C'est du top ! Si vous êtes prêt a vous brûlez quelque neurone ! foncer! sinon vous pouvez toujours faire une tentative ^^
Scratches that itch for more hardcore engineering and tinkering.
This game has a lot of potential i am having fun, but if do not like programming this might not be for you.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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