Metaverse: Origins
A survival colony sandbox. Land on generated terrain with nothing, then build, dig, craft, and keep a handful of survivors alive. Solo, or with friends over Steam and LAN.
You start with nothing and build up from there.
Chop and mine for materials, craft tools and stations, dig into the caves for ore, and recruit survivors who work jobs and keep a small settlement going. There are predators and prey out in the world, a day/night clock, and real weather moving over generated terrain. Play it alone or host a game so friends can join and share the same map. It has been in Steam Early Access since 2021, it is still a pre-alpha, and one engineer builds it. That last part matters, so there is an honest section about it below.
Build
Place a building as a ghost, haul materials to it, and watch it go up stage by stage. Change your mind and cancel, and you get the materials back.
Craft and progress
Recipes, a crafting queue, and work stations. Tool gates and craft times, plus skills and knowledge that decide what you can make yet.
Dig the caves
Procedural caves with real bedrock and ore bodies underneath. Dig time depends on the rock, and what you pull out depends on how deep you went for it.
Run a colony
Recruit survivor pawns, hand them jobs, and keep a small settlement fed and running. Predators and prey share the map and act on their own.
Play solo or co-op
Host or join over Steam or LAN. Every machine builds the same terrain from one shared seed, so everyone is standing in the same world.
From a sharp rock to a steel sword.
The tree follows how people really got from stone to metal, in order. Nothing is hard-locked, but you need what they needed: you cannot smelt without a furnace, and you cannot build the furnace without bellows. You learn a technique by studying the thing it comes from, so looking closely at a flint flake teaches you how to scrape a hide with one. Each era below says honestly whether it is in the current build.
0The first hour
In the gameDrink from a lake or a river and maybe get sick, or boil the water first. Twirl a dry stick in a notch until it smokes, carry fire on a torch, forage roots and berries, and get a lean-to up before dark.
1Stone and fibre
In the gameKnap flint into flakes, knives and hand axes. Strip bark and twist it into cord, weave baskets, haft a spear, string a simple bow. Scrape and tan hides, set a splint, cook birch-bark tar. Arrows are waiting on birds, because no birds means no feathers.
2Wood, hide and clay
In the gameRive planks with an axe and a hammer, build a workbench, burn out a dugout canoe. Leather clothing, pottery fired in the campfire, cooking pots, storage jars, charcoal, snares, deadfalls, the bow drill.
3Settlement
Partly inLooms, hoes, sickles, schools and storage are in. Farming is not: no seeds, crops or fields yet, no flax or sheep, so no cloth, and no lime kiln. This era is the biggest hole in the tree right now.
4Copper
In the gameHammer native copper cold first. Then paint a pot with ground malachite and fire it: sometimes it leaves little copper beads, and looking at them is how your survivor works out smelting. Bellows, a forge, cast copper, lead glaze, glass.
5Bronze
In the gameTin from granite veins, melted into copper. Cast bronze axes, knives, spearheads, swords, helmets, shields and scale armour.
6Iron
In the gameHematite from the cave walls and bog iron from the wetlands go into a bloomery. What comes out is a spongy bloom, not iron yet; you hammer it at welding heat until it is. Then nails, tongs, an anvil, iron tools and chain mail.
7Steel and after
Partly inIron packed in glowing charcoal and quenched comes out as steel, and that is in. Cast iron, the blast furnace and everything past the Iron Age come later.
Where it is and where it is going.
No dates. I build this alone, and the order changes when a playtest shows me something matters more than I thought. What is in the next column is what I am actually working toward, not a wish list.
- A generated world: biomes, mountains, coasts, rivers, lakes, caves with real rock and ore in them
- Weather and a day/night clock over all of it
- A body that gets hurt, sick, thirsty and cold, and wounds that need treating
- Crafting from knapped flint to steel, about 130 recipes, learned by studying what you find
- Buildings you plan as a ghost and then actually build
- Survivors you recruit and give jobs
- Co-op over Steam and LAN
- The look of the world: big rock formations and cliffs you can see kilometres out, highland crags, granite summits
- The start: waking up beside the clone egg you grew in
- Building feel: dimmer ghosts, nothing solid until it is finished
- A creative mode where building and crafting cost nothing
- Fixing what players report
- Farming: seeds, fields, crops and seasons
- Animals to keep: sheep for wool, horses to pull a cart, birds for feathers (and arrows)
- Cloth, a kiln for lime and better pottery, real furnace temperatures
- A proper colony screen for running your survivors
- Combat that feels better, and ranged weapons
- Villages that grow: houses, workplaces, schools, families
- Settlements that trade, ally or go to war with each other
- Medieval engineering, then the eras after it
- Mod support
It says pre-alpha for a reason.
This is paid Early Access and it is genuinely pre-alpha. One person builds it, so there are bugs, rough edges, and whole systems still landing. Buy it if the idea excites you and you want to watch it grow, not if you want a finished game today. I would rather you know that up front than feel sold to.
The other reason it is on this site: how it gets made is as interesting as what it is. It is a studio-sized codebase run on an indie headcount, held together by an agent-driven test and audit pipeline that does the work a QA team usually does. If that is the part you care about, the engineering write-up goes deep.
Come build something and watch it break.
It is on Steam now, under active development. Wishlisting helps it get seen, and buying in early means you shape where it goes.


