Behind the Scenes


  • Based on Unity Plattform
  • Target platforms are desktop systems (Windows, Linux, MacOS)


  • Written in C#
  • Terrain height algorithms based on FastNoise library by Auburn
  • Terrain mesh generation based on concept of, also source for the grass/sand/rock terrain textures
  • Using Unity Data-Oriented Technology Stack (DOTS) with its Entity-Component-System (ECS), Jobs for parallel code execution and platform optimized Burst compiler; I recommend the ECS tutorials of Turbo Makes Games


User Interface

Sound & Music

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