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Species, Subspecies, Biomes and you!




Rocklands Biome



In this update, we're introducing species and subspecies as one of the new mechanics.

Whenever a new creature is created, it will be assigned to a subspecies.

Like other meta objects (such as cultures, kingdoms, wars), these can be viewed on the minimap. And you will be able to access their information and customize them.





Subspecies will level up as more units of that subspecies are born. With each level-up, they will acquire genetic-body-related traits based on their population. These traits will have a high chance of being passed on to new offspring.

Additionally, the likelihood of traits being influenced by biome-specific food will increase.

As a result, biomes could play a significant role in the simulation of evolution of your species in the world.

The general UI design has also been refined, though it's still a work in progress.

New subspecies window:




Most windows will now feature newly added tabs. One of the major additions is graphs!
More details on these will be shared later.

More big news is on the way!



Illustrations that created for coming update:


[Download a higher resolution version here]


[Download a higher resolution version here]

Update Status

Hey there!

Just wanted to let you know that progress on the update is coming along nicely! We're super excited about it, and it's going to bring some significant changes to the game.

We don't have a release date yet, since we're still working on coding brand new mechanics. But stay tuned - we'll be posting out more sneak peeks on Twitter and Discord as they're ready.

You can also expect a more detailed rundown on Steam Community down the line.



In the meantime, check out this cool illustration that gives you a hint into what the update has in store.


[Higher resolution can be downloaded here]

0.22.9 - Memorybox boatfixes

- changes: war and army target lines are now more smoothly animated
- changes: boat transport logic has been improved
- changes: only units from the same kingdom can use their boats
- changes: boat pathfinding has been improved (less edgy floating around)
- fixed: an error that occurs on some devices - "сannot generate 9 slice most likely because the size is too big"
- fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones
- fixed: the crab burrow animation was broken
- fixed: a possible fix for boats dropping units in the middle of the ocean sometimes
- possible stability improvements have been made for mobile devices
- a few new debug options have also been added which I used for boat improvements

0.22.8 - Memorybox madfixes

- changes: returned madness to be editable in the trait editor
- changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats.
- fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed)
- fixed: madness was a bit broken, and sometimes mad units didn't attack anyone
- fixed: attack cooldowns worked incorrectly when zoomed out
- fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light
- fixed: ice/flame towers could be ignored by other units after save reload
- fixed: next age sometimes remained the same when generating new worlds (confirmation needed)

0.22.7 - Memorybox coldfixes

- fixed: boats are destroyed when you move them over ground using magnet tool
- fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save
- fixed: power bar time not updating right away after loading game
- fixed: bonuses from clan levels were not applied correctly after loading save
- fixed: soft crash when trying to load a save that had items from mods
- some translations have been updated