
Intelligent Design: An Evolutionary Sandbox is an abstract god game with fully simulated genetics and evolution. In a universe driven by targets, create, design and try to control an evolving ecosystem for a faceless corporation.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Anglais |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This is a game for people who like observation over interaction. The game starts off by giving you the option to place randomly generated plants, plant eating animals, and animal eating animals. Each creature has a bunch of genes they are made of. At first those genes are hidden, but as you place research stations near activity, you reveal the hidden stats and are allowed to modify them for future plants and creatures. After you unlock new genes, you can start placing your own plants and creatures. From there you get to observe how they interact with each other. You can make plants invasive, so that they spread fast and take over, or you can make plants that spread slow but are giants, or giants that spread fast! It's really up to you and what you want to see or experiment with. So far I have really enjoyed watching the enviornment grow and change over time. The graphics may be simple
tl:dr: Another great concept with less-than-awesome implementation. The game itself is a great idea. However, the UI is clunky, graphics could use some work, and the controls are confusing and, even once learned, error-prone. It looks barely more polished than the projects I see coming out of Oregon State's online CS degree. I'm sure all the algorithms under the hood are very cool and fancy, but the gamer experience (controls, etc) leads MUCH to be desired. Neat: You can generate random organisms, see which ones succeed, and then read out their genetic values (for any genes you've unlocked) to try to mimic them/make them better. Annoying: To do so, you need to read/set each value one-at-a-time. There is no editor to allow you to view all gene settings for an existing organism, or view all gene settings for a new one. This would make a HUGE improvement to the game. Annoying: Small va
I've only spent a few hours on this game so far, but it has me quite intrigued. As of late June, 2017, it is a fairly new game, and the developer has decided to allow the players to do most of the figuring out of how the game's genetics (and other factors) work. This is very much a "Sit down and sink your teeth into the mechanics" kind of game, and it is very, very much focused on genetics, evolution, adaptation, and extinction. You can create plants, herbivores, or carnivores. You 'earn the right' to control some of their genetics over time, but you can create random individuals without controlled features whenever you like. Once something starts to survive, especially if it is a plant, well there you go - good luck getting rid of all life in your place again. I really like the study of genetics. I don't want all the factors explained to me, and I want great depth and complexity. This
Product refunded Great concept! Unfortunately this game is far from production ready. Looks more like a school project in progress. Lacks basic UI fundamentals and uses what looks like placeholder modules. I think the developer is on to something but this could use a lot more work.
While I like the idea of this game I’m quite unsatisfied with the presentation. The game gives you not enough information about the results of your experiments. - There are no explanations about the genetic traits you get to modify. - There is no statistic which shows you how any of your creatures fare. There is only a total. - There is no automatic history of your creations so you can not go back and try the same build in another area. Though you can save the current settings to file. I haven't tried loading it though. - There is no clicking on a species in the game window to get ANY information about it. So you can only change the values and stare on your testing grounds in hope to distinguish the different species and see how well they do. With more information this game could be fun, even with this reduced presentation.
Product refunded Conceptually, this game is interesting; create a balanced ecosystem to terraform worlds, via genetic tinkering. By examining what survival strategies work, and which ones don't, you can create more adapted, survivable organisms more likely to flourish. Unfortunately, the game makes achieving it's own goals difficult ENTIRELY through being opaque about data. Genetic traits are not explained. Some are obvious, some are not. Changing traits and observing differing outcomes between species is difficult, because you can't view an organism's traits after it's created and you can and often will lose them amongst other organisms, making gathering data impossible. Further, you can't track individual populations, so two near-identical looking populations coming into existence instantly means you are unable to observe the success of either group; they could both be flourishing,
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