Videogame · Platform · SimulationIn Active Development

Build the world. Shape its economy. Live inside it.

Living Worlds is a persistent multiplayer videogame built on a large-scale world platform and deep simulation architecture. Players build cities, operate businesses, influence economies, govern communities, and eventually experience those worlds through first-person life and roleplay.

The Game

One world experienced through multiple forms of play

Living Worlds begins with city building and world creation, then grows into business ownership, economic gameplay, persistent characters, and first-person life inside the same evolving simulation.

01

City building

Plan and grow cities, districts, roads, infrastructure, services, housing, and regional development.

02

Business and tycoon gameplay

Create companies, employ people, produce goods, operate services, and compete inside simulated economies.

03

Persistent characters

Maintain a global identity, personal progression, property, finances, relationships, and a place inside the wider world.

04

First-person roleplay

Eventually enter the cities and systems created during earlier phases and experience them directly as a character.

The Simulation

Every system should create consequences elsewhere.

Living Worlds is not a collection of disconnected minigames. Its cities, characters, businesses, banks, governments, infrastructure, and logistics are intended to operate inside the same persistent simulation.

A salary becomes household income. A retail purchase becomes business revenue and tax. A failed supply chain affects stock, prices, employment, and city activity. Public decisions influence infrastructure and private opportunity. The world develops history because its systems interact over time.

Interconnected simulation domains

Characters, households, employment, and personal finance
Companies, production chains, inventory, retail, and services
Banking, loans, taxation, treasuries, and public budgets
Property, land, infrastructure, transport, and logistics
Cities, governance, policy, moderation, and administration
Cross-world travel, transfers, settlement, and persistent identity
The Platform

Persistent worlds connected through one wider ecosystem

The game is supported by an online platform for identity, discovery, hosting, communities, world continuity, and cross-world interaction.

Connected world grid

A global topology of sectors and regions that allows official and player-hosted worlds to exist inside one broader setting.

Player-hosted worlds

Communities can operate infrastructure and configure their world without automatically receiving gameplay power.

Profiles and discovery

Players can create profiles, follow development, discover servers, and build communities before every gameplay phase is available.

World continuity

Cities, businesses, economies, characters, and histories remain persistent instead of resetting with every session.

Hosts provide infrastructure. Players shape the world.

Running a world does not automatically grant city ownership, political authority, economic power, or special gameplay advantages. Hosting and gameplay authority are intentionally separated.

Phased Rollout

The world is designed to emerge in stages

The rollout sequence is part of the design: world creation and city building establish the physical foundation before businesses, economies, characters, and first-person life fully inhabit it.

01

City Building & World Seeding

Communities establish worlds, terrain, cities, roads, districts, infrastructure, and the foundations of future societies.

02

Tycoons, Businesses & Economy

Production, employment, commerce, banking, logistics, taxation, and business ownership become directly playable.

03

First-Person Life & Roleplay

Players enter the worlds as characters and live inside the cities and economies built during the earlier phases.

04

Continuous World Expansion

New industries, systems, vehicles, social features, creator tools, and world interactions continue to deepen the simulation.

Technology Behind the World

A dedicated toolchain for building at world scale

Living Worlds requires more than ordinary game content tools. Jonix Tech is building the LW Developer Workspace as a connected environment for terrain generation, city planning, building design, texture production, and asset management.

Its technology also includes sector-scale terrain and hydrology generation, world databases, persistent economic simulation, server infrastructure, creator workflows, and the systems needed to connect official and player-hosted worlds.

LW Developer Workspace

Map Lab

Sector terrain generation and world-scale geography

Sector Planner

Roads, cities, districts, plots, and infrastructure

Building Designer

Building planning and generation workflows

Texture Designer

Material-map creation from source textures

Asset Explorer

Asset organization, preview, and handoff