New neuron for units with teleport spells that allows them to teleport to their home city
Show passenger count in boat tooltip
Show passenger species icons in boat tooltip
Show carried resources in unit tooltip
Meta windows now show the number and % of different subspecies for kingdoms, cities, alliances, languages, cultures, and religions
Culture, language, clan, and religion now have a chance to get a few random traits on creation
Border brush
Wars now accumulate renown based on what happens during the war
Split war duration (how long it lasted) and age (how long ago it started) for better comparison
More info in war list elements
Sort wars by renown
Sort wars by duration
Sort ended wars by time ended
Sort wars by army size
Sort wars by population
Sort favorite items by the cities they are stored in
Sort favorite items by their owners
Species icon added to religion, culture, and language nameplates
Skeletons now have subspecies
World laws – added new category: Spawn
Sparks effect on tiles draw
Bowling ball charging
changes:
Improved header for war window
Polished credits art
Some summoned units via rites would join the caster's kingdom
Grey goo that cannot move (Gaia's Law) will only make sound while visible
Meteors and lightning strikes will now count toward the kill stats of whoever caused them
Adjusted the "conversion" event: it now happens only in the plotters's own city and won’t affect outsiders
Reduced the distance of conversion
Connected the Chosen One trait to unlock instead of Regeneration
Plant fertilizer won't surprise units anymore
Biome mutation is now more rare
Renamed world law to "Rat King"
Mythril ore can now spawn in Celestial and Paradox biomes
Adamantine and Mythril will no longer spawn in deserts
Gems can now spawn in Clover and Rockland biomes
Crystal plants and trees will now drop gems instead of Mythril
Increased the chance to get a combat trait after dummy training
Rebellion rite would ignore loyalty checks
Player-forced rebellion plots will also ignore loyalty checks
All cannibalistic creatures will now fight when hungry, not just wolves
Changed how the Hotheaded trait works — it now triggers less often
A city will be destroyed if no units are inside its borders when it’s attacked and can't be captured
Handsome migrants won’t arrive if the subspecies population limit is reached
All newborn babies now receive metas from their parents by default
Changed how the culture trait "Ancestral Knowledge" works: it now gives half of the best learned attribute from each parent to the newborn
Mute people won't show talk bubbles above them, but can still socialize
Fixed bandit boat sprite
New icon for zone toggle
New icon elements for the war window
Mages have Ancestral Knowledge by default
Fireworks are less loud
Firebombs and grenades are quieter
Improved formula for natural deaths
When spawning a new unit near an existing subspecies, default species traits won’t be added — only traits from the subspecies birth
Magic rites now cost significantly more gold to cast
When spawning a new unit that joins a city, it will immediately get metas (religion, culture, language) from that city
Parked/waiting boats will now make units go inside more eagerly
Living houses and vegetation now inherit the age of the object they were made from
Units from spawners would use same subspecies of other units from spawner, even if they are far away
Chart Comparison window will not clear previously selected items if they're still alive
fixes:
When a skeleton is spawned by a sapient unit, it will now join the caster's city and kingdom
Religion/culture/language traits were not inherited after splitting
Join or die – kings would switch while still being kings
Dust will now make kings forget that they are kings
Kings will now have to abdicate before switching to a city of another kingdom
Using a tooltip on something right after a bomb destroyed it may have caused an error
Ruined volcano was damaging units
Fish not used by carnivores from storage
Progress cloud saving between PCs
A new civilization could convert a king without a city to their side
Too many beehives
Units were happy that another city was conquered even after they themselves were captured
Using sleep on a dragon made it move weirdly
Units of the same species but different subspecies couldn't fall in love
Skeletons always spawned with bows
Civ versions of mobs (like evil mages) were still attacking everything
Units joined "neutral" cities instead of forming a kingdom
Icons for boats were missing in tooltip and selected unit tab
Language traits were not added from biomes
Multi-unit selection wasn’t triggered when the cursor was out of world bounds
When a kingdom scattered, other royal clan members – even if they were kings – could abandon the kingdom and form a new one
When switching cities, units would stay in their old city armies
When kingdoms joined alliances, and there was a war where the alliance was on one side, and another war with the same party on the opposite side, both wars would continue instead of ending one
If a list was open and someone in that list died since it was opened, the window now refreshes
an issue where a war list would crash if a dead kingdom was, for example, a bee kingdom
Active wars are now counted properly in the power tab tooltip
Active war statistic was off because it counted recent or favorited dead wars as well
Tabs in the history window stopped working
Count stats of all defenders/attackers after a war has ended, including those who left
Show kingdom banners in war list elements of dead kingdoms and kingdoms that left
Armies and bannermen won’t be moved into a new city after it’s founded
Boats were sometimes cancelling orders for no reason
Unit birth stat only counted 1, even when twins or more were born
King's rule years were reset after loading
Some animal civs wouldn’t build boats
Babies always inherited the same traits from parents
Items was rendered for eggs
Some typos
Monolith fix 3 - 0.50.3 - Xenolith
heyo! third patch is up!
added: - limit to number of family and city nameplates shown at the same time on zoom out - only xenophobic cultures will kill other species and destroy cities; others will capture cities instead. Or try
changes: - warriors won’t return to cities to drop off resources when outside borders - adjusted warrior neuron activation rates to make them follow army leaders more closely - lighter icons for non existing species in the power bar - social buttons now display updated numbers - lowered requirements for starting some plots - small celestial trees are now more spread out - polished buildings for aliens, acid gentlemen, and alpacas - handsome migrants now start with the city's culture, religion, and language - when a unit kills another, it will take all their resources - culture/religion/language splits won’t happen in capital cities - splits won’t happen if the origin kingdom is the same as the current one - splits won’t happen if the origin clan is the same as the unit’s - subspecies loyalty won’t be shown if the city's species is different from the kingdom’s - if species differ, a new species loyalty check is triggered. If the leader is xenophobic, it applies a -40 loyalty penalty - units won’t teleport resources to city storage when a task is cancelled - book plots take longer
fixes: - Cold Ones, Bandits, and Aliens were missing unique baby heads - fixed Bandit boat sprites - some civ head sprites were incorrect - units were often holding carried resources instead of weapons during attacks - carnivorous animal civs were hunting units from their own kingdom - unstable genome trait didn’t work - some units spawned as babies from disasters and magical rites - kings were following their lovers to cities in other kingdoms… - kings could start a rebellion… against themselves - units were settling in biomes they had no adaptation for, with no progress - units from rites were spawning as babies and eggs - handsome migrants won’t migrate to cities they’re not adapted to - fixed Middle Earth achievement - drag&dropping traits while hammering <- and -> keys threw an error - removed auto-tester tab from debug menu in builds - history from an old world was shown when loading/creating a new world - war manager could show an error when too many wars existed - war banner threw an error when trying to show a recently destroyed kingdom - opening the graph comparison window from a list window (while the list was inactive) showed an error instead of selecting the top 3 items - graph comparison button showed up in the plots list, even though plots have no graphs - migrant law caused a crash when no cities were present - dead ancestor families caused the family window to refresh repeatedly - save window tooltip was counting mob civs as mobs - home button in the unit window appeared distorted - saved map window displayed the age of the current map instead of the saved one - crash when inspecting a kingdom that just lost its capital during pause - war outcomes were displayed in lowercase - resources tooltip in unit window showed mass instead of carried resources - some destroyed buildings were saved into files, making them unloadable
Monolith fix 2 - 0.50.2 - Handsomelith
heyo! seconds patch is up!
added: - forbidden setting - can hover over unit's mass now to see what they got - added swearing when unit doesn't like you possessing them - can see resources unit is holding right now in unit window - motivated status - new bad news world law - new handsome world law
changes: - angel eggs are back - child kings/leaders can claim land now - adjusted starting subspecies traits for butterfly - unit spawn icon will be a bit greyed out if creature doesn't exist in the world - adjusted sexual reproduction logic and housing limits for babies - more graph options are enabled by default - graph data with 0 values won't show on a graph - resources (like meat and bones) received from animals and kills will be proportional to unit's weight - without savage trait, units will skip collecting resources from their own species - more varied resource drops from units - civ couples can make their first baby even without a house - fat trait upgrade - added regeneration default trait to some species with photosynthetic skin - adjusted default ages - achievements rewards
fixes: - carnivores and omnivores didn't eat fish from city stock - wrong text for negative loyalty (different language/culture/religion) - unlock progress didn't transfer between different PCs - thieves could steal cursed items - locus without neighbor sides acts as amplifiers - Super Mushroom achievement not working - book-related crash
Monolith fix 1 - 0.50.1 - when when
hey liths! First patch is live. Thanks for testing!
added: - when you rain biome seeds on units - their subspecies will get the adaptation trait for that biome automatically, so they can settle there - meta tooltip now shows when hovering over nameplates! - can open meta window by clicking on nameplates - new map zones button toggle. Now you can turn on/off meta names and zones separately - new world law to toggle magic rites
changes: - death from old age won't happen for all at the start of a year. Instead, it's more organically spread out - bowling boulder refactored to work the same way at any game speed - comma in minefield achievement description - angle, demon, etc. towers will now spawn adult units - plague from rats won't start if natural disasters are off - changed plague start requirement from 10 rats nearby to 20 - traits locked under achievements can now be removed from creatures even if not unlocked - adjusted plot editor buttons' look - some plot order in plot menu - plots that are not possible to start will be greyed out - adjusted when you can force some of the plots - metas of characters will stay after evolution event - king won't be removed after evolution event, when he evolves - when a unit transforms into zombie, skeleton, evolves, etc. — they will keep genealogy, parents, lovers, best friends, loot, money, level, etc. now - adjusted rating values used for equipment switching after kills - fewer small celestial trees will spawn - increased amount of progress needed for plots to finish - removed sand adaptation trait
fixes: - typo "when when" - antimatter bomb damages tiles with Gaia's Covenant world law - clone wars signal checks not-alive units - equipment unlocking by drag and drop - loading background game load resize glitch - earthquake event damages tiles with Gaia's Covenant world law enabled - "storm of a hundred twisters" achievement unable to be received - scroll to trait group not scrolled fully - minefield achievement checked for 100 years instead of 1000 - GMO subspecies trait added to all subspecies on spawn - favorite icon bugged when unit is on a boat/inside house - incorrect amount of traits to unlock achievement - unlocking any fire elemental except humanoid doesn't unlock their spawn button - just-unlocked genes aren't able to be drag and dropped - trait and equipment rain shows non-unlocked items - stats from traits sometimes didn't activate after loading the game due to cache issue - connections in gene pool having different colors after loading saves - ascension plot didn't work usually for civ units - fixed ascension plot not evolving other clan members, only the plotter - crash when baby tries to write a book but doesn't know a language? - glitches with "talking" sounds on higher speeds - cities built over monoliths - cities built over big celestial trees - some species like insects having lifespan more than defined in genes - trait rain editor scroll to section not working - tornado damages tiles with Gaia's covenant law
Awakening the Monolith - Open Beta 0.50 is live!
After 2 years of waiting... the MONOLITH has awakened!
Its powers have been unleashed! YET UNKOWN
To access the BETA do the following:
Open Steam
Right-click on WorldBox in your library
Select Properties
Go to the BETAS tab
Enter the password: forbiddenKnowledge
Choose "betalith" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
🚫REMOVE ANY MODS YOU HAVE INSTALLED! They could cause issues with your game! 💔
💬 New content is currently in English only
🌐 Translations will be added during the open beta
🎨🎹💻 Some art, sounds, and features are still a work in progress
⚖️Balancing is ongoing and will be adjusted during beta
🐞Please report bugs in our discord server - https://discord.com/invite/worldbox
Share your screenshots, videos, GIFs, or clips with us and the community on Reddit, Discord, or Twitter — we’ll be watching everything that happens in your worlds! 👀
Thanks for testing—go explore and find all the new stuff yourself! 🧬🧬🧬
Enjoy! – Team WorldBox
Open Steam Beta Starts April 1. 2 days left!
In case everyone forgot - Open Steam Beta of NEW UPDATE Starts April 1!
Ready for some bug hunting?
WorldBox Update — 0.50: Monolith Awakens. Open Steam Beta Starts April 1
We are excited to announce that the open beta starts Monolith April First! 🎉 Yes, this is really happening!
Weeee!
On this day, the Monoliths will awaken with their first power — rewriting the very fabric of life around them.
They can alter genes and species traits, sometimes granting consciousness where there was none, allowing new civilizations to emerge.
In some cases, the Monoliths' power may trigger unexpected mutations. 🌀🧬
Each sapient species has their own unique set of clan🩸, culture🍵, language💬, and religion🔥 traits, which you can adjust and combine.
Some species don’t mind sharing a city with others. Some, however, are fiercely territorial.
Many new civilizations have been added - without spoiling too much, here’s a sneak peek:
🐸 Ribbits ribbitting
🐧 Coolbeaks chilling in the permafrost biome
🍀 Druids think they’re being clover
And remember, you can modify any subspecies with traits like hovering in the air, budding reproduction, or even create elves that eat wood for breakfast. 🌿🍽️
So… what horrible beautiful creatures will you create? ✨
All features from past announcements are tied to an improved AI system that works closely with meta-objects, making units feel a bit more alive than before! 🧠✨
How does it work?
Unit traits🤳, statuses⁉️, subspecies🧬, clans🩸, cultures🍵, languages💬, and religions🔥 — even items (technically, for now... we still need to add content for that later) - all influence behavior by adding neurons to a unit’s decision-making process.
🔬 This Brain Screen lets you observe the minds of your creatures and also lets you be a horrible person silence specific neurons 😈
(Like preventing a king from eating so he slowly starves... not that you’d ever do that, right?)
The new Brain AI also integrates with the happiness system.
Units now react to what happens to them. If things don't go their way, they might get sad 😢 or angry 😡 or even throw tantrums.
And when their family dies... well, they might just break down in tears. 💔
📜 World Ages can now be arranged like seasons, letting you control the flow of time and chaos in your world!
🔍 Items got an upgrade! You can favorite them and track who's holding onto them.
🌧️ Loot rain! You can now shower your creatures with more of your beloved sticks.
The Art of Naming
With so many new species, we needed a lot of name generators. So, we made a game out of it!
Cultures now have a new tab called "Onomastics", which controls naming templates for units, families (last names), clans, and cities. It might look a little scary at first, but don’t worry — it should all make sense (we hope) as you play around with it during beta! 👀🔠
⚡ Paradox Biome: Where two years fly by faster than you can blink!
There’s still more to show - including one big, double-fun feature that will be revealed when the Monolith awakens!
Mobile Version Update
📱 We'll also be testing the mobile version in a closed beta alongside the PC open beta. Due to platform restrictions, we can't offer an open beta for mobile. And we need to thoroughly test everything before the official release.
Stay tuned for more information on the mobile version in April. We appreciate your patience as we work to ensure the best possible experience across all platforms. 🚀
We now have a newsletter for big announcements like this—delivered straight to your inbox! 📨
Sign up here: 🔗 https://www.superworldbox.com/newsletter
SneakBox: Religions, Naps, Divine Power, and GMO Fire Turtles?
The next update will introduce Religions🔥, another new meta-object that you can observe, influence and modify!
Much like Cultures and Languages, Religions🔥will spread through conversations, books, and a few... other unusual means 😴🌀
Most species can develop their own religion🔥- if they have the Advanced Hippocampus trait (a subspecies trait).
But faith isn’t just about belief - it grants real power. Religions🔥 provide followers with passive traits, spells, and mystical rites (as new plots) 🧙
Depending on the species and biome where a religion🔥 emerges, some can unlock devastating magic for their followers. Imagine a mighty king calling down meteor showers upon his enemies. All because he dared to read an ancient demon book and reading is power 🤓
But great power always comes at a cost 🤦
Some rituals can bring disaster to the world itself 🏜️
Usually, only those of divine blood - the rulers and chosen few - are allowed to use such magic.
And if you want to teach a king and his heirs a lesson⚡, you can always take back the power that was yours to begin with
Religions🔥 aren’t the only way magic manifests in the world. Some species are born magical by their very nature - and you can influence🧬 that too.
Ever wanted to create a GMO🧬 turtle species that can control wind, summon fire, multiply like rabbits, and live for thousands of years? 🦗🦗🦗 No? Well, you will be able to 🔥🐢
Bonus sneak peeks:
We now have a newsletter for important announcements just like this one delivered straight to your inbox! 📨
You can Sign up here: https://www.superworldbox.com/newsletter
SneakBox: Languages, books, small talk and learning
In the next update, we’re adding Languages💬 as the third/4 new type of "meta-object" in the game. They’ll become a key part of unit progression and the growth of civilizations.
Much like cultures, languages 💬 will influence opinions, loyalty, and now, learning.
Previously, units gained random attributes - such as Warfare⚔️, Diplomacy🕊️, Intelligence🧠, or Stewardship📝 - simply by aging. With this update, clan members can write books, and others can read them (if they know the language or possess a specific trait).
Books will grant experience to readers, making it possible for non-warrior characters to level up(level cap is increased a bit btw) without combat. They can also influence mood and happiness.
Similar to biological traits passed through birth, certain traits can now be shared through books and small talks, adding yet another layer to the civ-simulation.
Languages💬 and cultures won’t just belong to one species - they can cross borders. Even if a civilization is wiped out, their legacy can survive through their books.
And just like cultures and subspecies, languages can be customized using the Language Trait Editor.
Imagine this:
An ancient demon kingdom lies in ruins, but their language 💬 and culture endure in dusty tomes scattered across the land. If an ordinary mortal dares to read one of these hellish books, they might melt under its sheer power - unless, of course, they’re fireproof 🧑🚒 (or have a drink nearby).
But if someone succeeds? They could revive the demon culture, bringing it into their city. What would happen next? Who knows? Idk? 🎃
Bonus peeks:
We’re aiming to finish work on this update around late Q1 2025 ☠️
Stay tuned - our next announcement will be absolutely magical. 🕯️
SneakBox: Royal Clans and their bloody business!
Heyo! New sneak peeks! Related to clans and their increased importance🕯️ in the next update!
New Royal Clans UI
Clan trait editor!
The new clan trait editor will affect all members of the clan, allowing you to create unique bloodlines that set them apart from the rest of ordinary folk their species, for better or worse.
Some traits will naturally depend on their species, while others will depend on the biome where they are born.
Clans and Cultures
Royal Clans are now more intertwined with cultures.
Culture traits will affect succession rules, replacing the old only-primogeniture system where the eldest child automatically became the next ruler. Now, succession laws can vary and even be combined, depending on the culture’s specific traits.
Some examples:
Clans and ???
Clans will also be closely tied to another upcoming, yet-to-be-revealed mechanic ✨