Mod market · planned
Build a world with its own rules.
Everything in Anywhen, the game, is data: species, crops, rocks, trades, laws, faiths, genes. A mod can change any of it. The base game itself is the first mod.
// base/data/traits.json, one record of 16 { "id": "lazy", "name": "Lazy", "description": "Learns every skill a little slower.", "learning": { "all": 0.85 }, "opposite": "hardworking", "stats": { "diligence": -1, "temper": 0.5 } }
The base game is a mod
We use the same tools you will
All official content loads through the loaders that mods use. There is no private back door, so anything the base game does, a mod can do too.
One loader for everyone
Data, assets, text and scripts load from a mod's manifest in a set load order.
Every file checked
Each of the 69 data files in the base game has a schema, and a test checks every file against it.
Override anything
A mod can replace any record of the base game, or add new ones beside it.
Scripts in a sandbox
Script mods run in a separate worker, apart from the game's own code.
What you could make
Keep the world, change the rules
Other worlds
Other planets, other physics, other histories, on the same simulation underneath.
Folklore creatures
In the base game, the creatures of folk tradition are only beliefs people hold. A mod can make them walk.
Alternate histories
Start the clock somewhere else, or change one decision and watch it spread.
New content packs
New species, materials, crafts and customs, all as data that the game checks on load.
Selling mods
A market for what you build
We plan a store where creators can sell their mods, with a share of each sale going to us. The split, the store and the rules for free mods are not decided yet.
Mod loader
The base game already runs on it.
Creator tools
Editors and documentation for making mods without reading our code.
The market
Listings, payments and the creator share.