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Genesis Relic: Idle Sandbox Simulator News

Genesis Relic Devblog Updates #1

[p]Hello Creators![/p][p][/p][p]Version 0.6.2 is now live and available in the PlayTest branch. Head over to update and check it out! \[Game link: [/p][p][dynamiclink][/dynamiclink]How to access the PlayTest version:[/p][p]Visit the game's store page, and you'll see an option to join the PlayTest at the bottom. After requesting access, you'll be automatically approved and can download it from your library.[/p][h3]Note: The PlayTest and Demo are separate versions—save files are not shared between them.[/h3][p][/p][p]🐈Dev Update #1 | New Map - Meow Country Builder! Manage a village of cats that continuously gather resources and learn technologies[/p][p][/p][p]🗺️Dev Update #2 | World Editor Update - Added elements and interactables, plus copy and reset functionality.[/p][p][/p][p][/p][p]⏲Dev Update #3 | Game World Update - Trial maps in \[Genesis] editor mode now feature speed controls, allowing you to accelerate the game world at multiple speeds.[/p][p][/p][p]🛠️Dev Update #4 | Settings Update - Added sound settings with customizable volume. Added window settings for fullscreen toggle and transparency adjustment. Added production credits.[/p][p][/p][p]❤🩹Dev Update #5 | Other Optimizations - Fixed bugs, improved gameplay, and added Steam Cloud save support.[/p][p][/p][p]Welcome to try the game ~o( =∩ω∩= )m Steam Workshop support is coming soon![/p]

Introduction to Using the Built-in Map Editor [Creation Manual]

Creation Manual
[hr][/hr][h3]》》》》》1.1 World Introduction[/h3][hr][/hr][p]1.1.1 Click the “Create” button to create a world[/p][p][/p]
  1. [p]Basic world information[/p]
  2. [p]Configure universal tips for the world; they will rotate in the tip area while playing. One line at a time.[/p]
  3. [p]Game cover[/p]
[p][/p][hr][/hr][h3]》》》》》1.2 Configure World[/h3][hr][/hr][p]1.2.1 Basic Interface Introduction[/p][p]In \[Creation], click a world to enter the world-editing interface[/p]
  1. [p]\[Create Button]: Click the \[+] to add a \[Button] — an interactable entity in the world.[/p]
    1. [p]E.g. upgradeable buildings: lumber camp, etc.[/p]
    2. [p]Or assignable jobs, equipment, special NPCs that can be interacted with, etc.[/p]
    3. [p]You can set its detailed functions in \[8] Details.[/p]
  2. [p]\[Create Variable]: Click the \[+] to add a \[Variable] — key resources in the world.[/p]
    1. [p]They have no clickable button, but serve as ongoing consumption or upgrade conditions for \[Buttons].[/p]
    2. [p]You can configure a view function; e.g. if \[Variable] = number of beauties, you can link a beauty gallery in Details.[/p]
  3. [p]\[Add Category]: Categorize \[Buttons];[/p]
    1. [p]Click \[Create Button] under a category to place the new button directly into that category![/p]
  4. [p]\[Save World]: Save the current world.[/p]
  5. [p]\[Test World]: Instantly test-run the world for quick debugging.[/p]
  6. [p]\[Toggle Relation Graph]: View other \[Buttons] and \[Variables] connected to the selected \[Button] or \[Variable].[/p]
  7. [p]\[Exit]: Exit editing.[/p]
  8. [p]\[Details]: When a button is selected, shows all editable content and details. When a variable is selected, shows its editable content and details.[/p]
[hr][/hr][p]1.2.2 Basic Operations[/p]
  1. [p]Universal add / delete button logic:[/p][p][/p]
    1. [p]Click \[+] to add a corresponding item.[/p]
    2. [p]When an item is already selected, \[+] automatically becomes delete.[/p]
    3. [p]Clicking an empty area restores the default state![/p]
  2. [p]In most sub-windows, clicking an empty area closes the window.[/p][p][/p]
  3. [p]Most areas support scrolling.[/p][p][/p]
[hr][/hr][p]1.2.3 Details (Basics)[/p]
  1. [p]Most content can be edited directly; just input or select the desired value.[/p][p][/p]
  2. [p]Every N levels vs. Level N[/p][p][/p]
  • [p]Every N levels: e.g. enter 5 → triggers the effect every 5 levels.[/p]
  • [p]Level N: custom level at which the effect triggers.[/p]
[p] 3. Button Unlock Conditions[/p]
  1. [p]If unlock conditions are set, the button stays hidden until unlocked.[/p]
  2. [p]Parts joined by OR are in an OR relationship — satisfying any one unlocks.[/p]
  3. [p]All conditions on the same side must be met.[/p]
  4. [p]In the example: 100 copper coins AND 1 decree unlocks; OR 1 fame also unlocks.[/p][p][/p]
[hr][/hr][p]1.2.4 Per-Level Per-Second Effects & One-Shot Operation Effects[/p][p]This is the most important and most frequently used feature![/p]
  1. [p]One-shot Operation[/p]
    1. [p]Operation Concept[/p]
      1. [p]The idea of an operation — e.g. \[Upgrade], \[Merge], \[Awaken], \[Learn], anything works.[/p]
    2. [p]Operation Tip — Upgrade Tip[/p]
      1. [p]The tip shown when performing the operation. Contains some generic tokens. Default: \[@] has reached level #[/p]
        1. [p]@ = current button’s name[/p]
        2. [p]# = current button’s level[/p]
    3. [p]Operation Effect — One-shot Effect[/p]
      1. [p]The changes caused by this single operation; button level +1.[/p]
      2. [p]This is NOT ongoing; only the result of this \[click].[/p]
      3. [p]E.g. current lumber camp:[/p]
        1. [p]Click concept is upgrade; upgrade costs 100 stone + 100 copper coins. One upgrade → level +1.[/p]
    1. [p]Per-Level Per-Second Effect[/p]
      1. [p]Under the current \[button] level, the change applied every second.[/p]
      2. [p]E.g. current lumber camp:[/p]
        1. [p]Produces 1 wood every second.[/p]
    [p][/p]
    1. [p]Effect Configuration[/p]
    [p][/p]
    1. [p]Constant Change. E.g. here: produce 1 wood per second.[/p]
    2. [p]Percentage Modifier.[/p]
      1. [p]Need to choose target button. Applies a percentage modifier to the target variable of the target button.[/p]
      2. [p]E.g. an “Interior Affairs” building boosts lumber-camp efficiency by 50 %.[/p]
        1. [p]Click \[+] to add lumber camp, set parameter 50.[/p]
      3. [p]The label below the percentage (\[Interior] or \[Tech]) is the multiplier zone.[/p]
        1. [p]Same zone: add then multiply. Different zones: multiply independently.[/p]
        2. [p]Original wood output = base × (1 + 50 % \[Interior]).[/p]
          1. [p]Another Interior 50 % → base × (1 + 50 % + 50 %) = base × 2.[/p]
          2. [p]A new Tech 50 % → base × (1 + 50 %) × (1 + 50 %) = base × 2.25.[/p]
        3. [p]Zone = the category the current building sits in.[/p]
[p][/p]
  1. [p]Constant Modifier.[/p]
    1. [p]Choose target button. Applies a flat modifier to the target variable of the target button.[/p]
    2. [p]E.g. an environmental building reduces lumber-camp wood output by 0.5 per second.[/p]
      1. [p]Click \[+] to add lumber camp, enter parameter \[-0.5].[/p]
[p][/p]
  1. [p]Formula Editor[/p]
[p][/p][p][/p]
  1. [p]Simple example[/p]
    1. [p]Button cost can use a highly customised formula.[/p]
    2. [p]You can design any calculation you want.[/p]
    3. [p]Currently supports: output + cost in one-shot effects.[/p]
  2. [p]Special Variables[/p]
    1. [p]Reset Variable and Reset All can restart the world, achieving a “death & retry” effect.[/p]
  3. [p]Core logic of output[/p]
    1. [p]Every upgrade stacks one copy of the configured content, both output and cost.[/p]
    2. [p]E.g. lumber camp: each level outputs 1 wood, costs 1 stamina.[/p]
      1. [p]At level 2 the final effect is doubled → 2 wood, 2 stamina.[/p]
      2. [p]Equivalent to current effect + one copy of the formula.[/p]
      3. [p]Level 10 → 11 change:[/p]
        1. [p]10 wood → 11 wood; 10 stamina → 11 stamina.[/p]
    3. [p]If you want output / cost NOT to scale with level, or to scale stage-wise:[/p]
      1. [p]E.g. levels 1-10: +1 wood each level, but cost stays 1 stamina.[/p]
      2. [p]Configure:[/p]
        1. [p]Level range 1-1: 1 wood, cost 1 stamina.[/p]
        2. [p]Level range 2-10 formula: 1 wood.[/p]
        3. [p]Achieves the desired behaviour.[/p]
    [hr][/hr][p]1.2.5 Special Functions[/p]
    1. [p]Exclusive Variable[/p]
    • [p]Used to configure exclusive variables for an interactable (button).[/p]
    • [p]E.g. design a button as a creature — famous general or monster, etc.[/p]
    • [p]They need their own ATK & DEF; this is how you do it.[/p]
    [p][/p]
    1. [p]Conditional Unlock[/p]
    • [p]Controls when a button unlocks instead of being unlocked by default.[/p]
    • [p]Supports >,
    [p][/p][p][/p]
    1. [p]Temporary Button[/p]
    • [p]Works with Conditional Unlock. After unlock, is it permanent or only temporary?[/p]
    • [p]If temporary: when conditions are met it unlocks; when they fail it locks again![/p]
    • [p]Otherwise, once unlocked it stays unlocked forever.[/p]
    [p][/p]
    1. [p]Initial Level[/p]
    • [p]The starting level of a button. You can set an initial level so its effects run immediately.[/p]
    • [p]No need to unlock then manually upgrade.[/p]
    • [p]Combined with unlock conditions and temporary button, you can create temporary buffs.[/p]
    [p][/p]
    1. [p]Special Variables[/p]
    • [p]Currently mainly “Reset Variable”, “Reset All”, etc.[/p]
    • [p]Can be used to design character death / game restart mechanics.[/p]
    • [p]E.g. survival games where hunger < X triggers restart.[/p]
    • [p]Reference case — \[Don’t Starve Legend].[/p]
    [p][/p][p][/p][hr][/hr][h3]》》》》》1.3 Publish & Re-edit World[/h3][hr][/hr]
    • [p]Click \[Publish] to publish the world; it will then appear in the \[Worlds] tab for everyone to play.[/p]
    • [p]To re-edit:[/p]
      • [p]In \[Worlds], click \[Details] on the corresponding world, then delete it.[/p]
      • [p]You can then edit it again in \[Creation].[/p]
    [p][/p]

[2025.10.17] DEMO v0.5.5 Changelog

  1. [p]Fixed several incorrect beginner-guide pointers.[/p]
  2. [p]Added an extra new world: Don’t Starve Legends.[/p]

"Genesis Relic: Idle Sandbox Simulator" is now part of the Steam Next Fest!

[p]Dear players,[/p][p]Genesis Relic: Idle Sandbox Simulator is now part of Steam Next Fest from October 13 to October 20 (PT) — come try the free demo! We’d love to hear your feedback and suggestions during your playthrough.[/p][p][/p][p]This is a desktop idle sandbox simulation game with a built-in editor. You can play two included scenarios:[/p]
  • [p]Three Kingdoms Conquest[/p]
  • [p]The Plum in the Golden Vase[/p]
[p]The game features simple mechanics, no complex controls, and adjustable window transparency, so you can idle discreetly while working or studying.[/p][p][/p][p]Plus, the in-game editor lets you:[/p]
  • [p]Create your own maps[/p]
  • [p]Export and share them with others[/p]
  • [p]Import maps made by the community[/p]
  • [p][/p]
[p]The demo version includes:[/p]
  • [p]Full access to both scenarios[/p]
  • [p]Complete editor tools[/p]
  • [p]Full import/export support[/p]
[p]Let your creativity run wild — even if it gets a little spicy (wink).[/p][p][/p][p]See you in the demo![/p]

[2025.10.14] DEMO 0.5.3 Patch Notes

  1. [p]Game instructions now split into Manual and Video List[/p]
  2. [p]Added beginner tutorial[/p]
  3. [p]Window edge-snapping and transparency settings[/p]
  4. [p]New “Clear Data” option in Settings[/p]
  5. [p]Buttons can now carry temporary attributes[/p]
  6. [p]Unlock conditions expanded with comparison-type operations[/p]
  7. [p]One-off button actions gain special-operation choices[/p]
  8. [p]Improved image-selection interface[/p]
  9. [p]Built-in world further refined[/p]
  10. [p]Various bug fixes[/p]
[p]Note: To reduce crashes caused by the save system, we’re restructuring it. After this update all saves will be reset; the new save path is[/p][p]C:\\Users{Username}\\AppData\\LocalLow\\BambooCopter\\GenesisRelic_Steam[/p]