GAME DETAIL
Epoch Forge
A 2D colony simulator and sandbox where you make a name for yourself in a dying world. You can type freely to anyone, and they remember what you did. Mine, build, wire logic circuits, appease five silent gods, and push the limits of reality. No ending, no win screen. Pace yourself.
このゲームについて
Steamの詳しい説明を読む
You awaken in a dying world where nearly anything is possible, and you don't know how to do any of it (yet).
A storyteller decides what happens in your game, based on how you play. You pick from 3 storytellers: the Keeper, the Warden or the Harbinger. The Keeper protects your habits. The Warden incentivizes changing them. The Harbinger punishes them. Some examples:
Natural disasters and catastrophes, what kind, and where. Earthquakes, meteor strikes, firestorms.
Quests and encounters it thinks would interest you.
Political strife that may happen to you, or near you.
You can talk to anyone
Type whatever you want! NPCs answer in character based on their trade, their mood, and your past actions. A local, lightweight language model runs on your own machine (no account, no internet needed) and is grounded by roughly 100,000 written lines of dialogue so the world and its people stay in character and know what they should know. It talks; it never acts, and the game tells you what really changed.
If your PC can't run it, a written conversation menu covers every quest. Khaldurim is an isolated, cynical Dwarven stronghold. Show up as an Elf and the gatekeepers will treat you accordingly. Same gate, same clerk, not the same welcome.
The world doesn't forget
There is no ending and no victory screen. People remember what you did, and word travels: what one person saw first-hand and what the town only heard are different things to them. The world state tracks your footprint for as long as you play, which can be a very long time.
The simulation doesn't wait for you
Living economy: Settlements produce goods: mines mine as deep as they can go, villages harvest building materials, farms maintain crops. Caravans buy the extras, and sell the settlement what they can't make on their own.
Organic expansion: Settlements and worksites actually grow. When the population outgrows the tavern, the tavern adds a floor.
Politics: Settlements run on charters and upkeep. Miss the payments and the place reverts to someone who will make them. The world map shows who holds what.
Real logic circuits: Wire automated machinery or assemble a working computer. You can make a screen, calculator, or automation for just about anything you can think of.
Realistic mining: Ceilings collapse without support beams, and what falls, and from how high, decides what it does to you.
Five powerful deities: Each represents a unique domain of power, and offers powerful abilities to their followers. These relationships take a mix of appeasement, maintenance and a lack of hubris. If any of these are not enough for their favor, the abilities are gone.
Farming & livestock: Enclosed animal pens and functional field laborers, tied directly to local food stocks. Farms maintain crops that grow in stages, and you can watch them harvest.
Unforgiving enchantments: You can enchant anything, with anything. Enchant a leaf with a pickaxe, and see what happens. Consequences range from a stronger weapon to your own gravity turning over.
Persistent devastation: Meteors, tremors, and severe weather leave real terrain scars that never despawn.
Harmonics: A local tavern card game where the townsfolk are more than happy to stake their unique collections against your coin.
Difficulty is about information, not damage sponges
Casual: Clear UI callouts and extensive tooltips explain systems as they happen.
Intermediate: Expects you to figure out mechanical interactions through experimentation.
Complex: Logs only what you have personally witnessed, closes the tutorials, and stops holding your hand.
Modding
Items, blocks, crafting recipes, structures, and encyclopedia entries are structured data files. Add your own content without needing to dig into core source files. Modding tools are planned.
Early Access vs. The Full Game
Early Access gives you a village start, the overworld, and the furnished part of Khaldurim, the Dwarven mountain city: seven hand-drawn districts. The rest of the city, and the rest of the continent, which is much larger, arrive in updates.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 5人 | 最終観測:2026年8月27日 10:51(68日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
ジャンル
機能カテゴリ
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
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