StoonGame : Ember Worlds

Build.
Conquer.
Expand.

A free multiplayer colony-building game that runs right in your browser — lay roads, grow a living economy, found colonies and compete with friends and AI. It's also a creation platform: sculpt your own buildings, restyle the world's objects, and vote on the art that ships.

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🗺️ Triangular Node Maps ⚔️ Multiplayer 🏗️ 30+ Buildings 💀 Dungeon Runs ✦ Souls & Heroes 🛠️ Built-in Forge 🕹️ Minigame Worlds 🌐 Browser-based

What makes StoonGame : Ember Worlds different

All of this is in the codebase today — not a wishlist. Features marked experimental are playable behind ruleset toggles.

📦

Triangular Node Maps

Our own take on the classic Stoonies II-style coordinate system — plus a square grid for dungeon floors. Flat, cylindrical, or toroidal world topologies, stitched multi-chunk maps, rivers with springs, tributaries, lakes and bridges.

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⚔️

Real-time Multiplayer

Server-authoritative game rooms with lobby, matchmaking and chat. Up to 4 players per session with team support, plus AI opponents that build, expand and besiege.

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🏗️

A Living Economy

A 30-building economy grown from the S2 roster and extended with S3/S4-flavoured options — carriers and donkeys on flag roads, inland boat-ways on real rivers, caravans, colonies and sea expeditions, edge-based walls and gates with breach combat.

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🧑‍🌾

Meet the Stoonies

Our little stoonies and serfs are called Stoonies — the project's own folk, with their own look, their own name, and a personality all of their own.

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✦

Souls, Heroes & Dungeons

Bind a persistent soul to a Stoonie and it becomes a hero: levels, XP, skills, equipment and direct WASD control. Lead them into procedurally generated dungeon floors — torch-lit themed crypts with monsters, loot and chained depths. In the game

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🌱

Living Stoonies

Optional deep simulation: every Stoonie is an individual with hunger, thirst and fatigue, a home, a family — born, grown, aged and eventually gone. Deep economy with spoilage and byproducts, seasons and weather, fires and disease, full economy analytics. In the game

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🎚️

Your Rules, Your Mix

Every match is a recipe: editable building presets, rule toggles and era-inspired options — S2 Classic as the faithful core, S3 and S4 flavours as options, or your own individual mix. The host picks; the whole match plays by it.

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🎬

Scenarios & Map Editor

A data-driven scenario engine (triggers → effects → objectives) with story campaigns, a built-in scenario editor, co-op support — plus a full map editor with water-level sculpting and scatter tools.

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🔌

Plugin Architecture

Every piece of game content is a plugin on one engine. Three.js renderer with terrain, seasons and day/night, touch and keyboard controls, de/en localization throughout.

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🛠️

Creation tools, built in

The Content Forge rides with the client — kitbash modeling, interiors, faction themes, reskin studios, animation clips, content packs — and the Sculpt designer draws whole buildings like a sketch: stroke the outline, bend the walls, morph the roof, drop in windows that merge. Authored variants persist to the vault and render in matches. Experimental — the in-game designer is flag-gated

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🕹️

An Arcade of Worlds

The colony is not alone: a Play & Test hub links four sibling minigames — Tower Defense, Stoonie Defense, Sudoku and a Quiz suite — and opt-in map events can spawn obelisks inside a match that hand you into a linked game and pay rewards back. Experimental — events opt-in

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The full feature list

Every documented feature in one index — grouped by honesty tag. Each entry opens its own page with visuals, implementation status and a mini roadmap.

The StoonGame : Ember Worlds Roadmap

Prototypes are major releases — each ships gated behind ruleset toggles so a strict classic match is never destabilized.

Canon — in the game Experimental — playable, toggled off by default Planned — definitely coming Idea — might happen
P1

EmberRoots Mostly canon

The Settlers-inspired core. In the game today: full building economy, carrier & donkey logistics, territory and military conquest, catapults, edge-based walls and gates, rivers with boat-ways and bridges, caravans, colonies and sea expeditions, 4-player multiplayer, AI opponents, map editor and scenarios.

Still coming for v1.0: final fidelity tuning against canon, competitive fog-of-war for public matches, performance gate, closed playtest.

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In Development
P2

EmberHeroes In the game

The RPG layer. In the game today behind ruleset toggles: the soul vault with bound and free souls, hero Stoonies with XP/levels/skills/equipment, direct unit control, death-and-extraction, portal shards, and generated dungeon floors with monsters, loot and co-op.

Still coming for v2.0: the persistent sandbox world — decay and weathering of idle regions, long-lived shared worlds, frontier portals.

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In Development
P3

EmberSim In the game

The living world. In the game today behind ruleset toggles: per-Stoonie needs and morale, housing rosters, the full lifecycle — pregnancy, birth, childhood, coming of age, elders, death by cause — families and lineage, spoilage and byproducts, seasons and weather effects, fires and disease, economy analytics.

Still coming for v3.0: hardening — long-generation soak tests, perf gate with the needs sim active, public playtest.

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In Development
P4

EmberFrontier In the game

True endless scaling — implemented: the map grows in every direction while players play. Runtime chunk append on all edges, tiered tick rates for distant regions, multi-region persistence, world ops tooling, frontier resource hubs and roaming threats.

v4.0 gate: the human playtest and sign-off are open — the code checklist is complete.

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In Development
P5

EmberAtlas In the game

The living world atlas — a world that grows and breathes. In the game today: region-scoped diffing that keeps huge maps cheap, universal building wear with builder repair, and the presence lifecycle — untended land freezes, reclaims to void and re-materializes when someone wanders back. A worldScale profile picks the size class at match creation.

v5.0 gate: playtest and sign-off are open; the federation go/no-go lands on measured data.

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In Development
P6+

The horizon Proposals

Sketch-stage groupings, not commitments: EmberCraft (artisan economy, content packs & a store), EmberShards (cursed lands & the void), EmberDepths (tribute raids), EmberNet (player-hosted nodes). Several are already in flight — see the cards below; a proposal only becomes a real prototype with an approved scope and the same four gates as P1–P5.

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Proposal

Platforms & reach

Where the project should grow after the desktop release — ordering is intent, not a calendar. Exploring means we probe, not promise.

📱

Mobile client In the game

The full game plays on phones & tablets — device-aware layouts, per-mode touch passes, zoom caps, FX budgets and a forgiving reconnect flow. A dedicated mobile-native redesign is still on the horizon.

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In Development
🖧

Community-hosted worlds In development

Run your own node: the federation machinery already links servers into one world mesh, and the desktop app plus the bundled-Node installer pipeline already put a server payload on a PC — what remains is class-aware room placement, graded trust tiers and a one-click self-host inside the app.

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In Development
🧰

A native engine client Exploring

We're probing a dedicated client on a full game engine (an Unreal prototype exists) for the day the browser isn't enough — richer art, bigger worlds, native platforms. A direction, not a promise.

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Exploring
🕶️

Tabletop view (VR / 3D glasses) Idea

The world is already a living diorama — leaning over it in stereo 3D is a natural fit we're curious about. The renderer and the UI would both need real work, so this stays an idea for now.

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Idea

Ideas & concepts on the table

Things we think about, sketch, discuss — and increasingly, build. Every card carries its state: experimental means playable today behind a toggle; in development means actively being built; concept means designed, not scheduled; idea means it might never happen. No promises — the forum is where they get shaped.

🌋

StoonGame — the Everything World

The destined main mode: one canonical, never-ending world per server — endless in time, bounded in space. A fixed wrap-around map that never truly empties: decay recycles untended land, wilderness renewal restores it, world quests give it a pulse. In the game

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🔥

Emberfall — the Spine Campaign

One continuous story that walks you through every system in learning order: settle an advanced culture, lose it in a scripted catastrophe, descend through dungeons, survive Armageddon, rebuild from a handful of survivors inside the shared world. The Soul Vault is the only thing that survives every loss. In the game

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📜

Aztherion — the Story World

Authored campaigns on the scenario engine: the first Aztherion pilot legs are in the game and the authoring loop keeps growing the world's story — Emberfall is its spine. In the game

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🏡

Homeworlds & Portals

The lobby inversion is live: you log in and land inside your own persistent homeworld — guests included. Portals, built or found, lead everywhere else: the public endless world, your own shards, a dungeon run — and by default only soulbound Stoonies may pass. A settle-portal panel offers join-open vs found-new with presets, and the classic lobby stays reachable behind a toggle. The remaining gate is human sign-off. In the game

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🗳️

The Art Bake-off

The community literally picks the art: on bakeoff.stoongame.com anyone can vote on generated candidates — images and 3D models — with comments, offline-safe voting and an atlas that locks in which asset each object ships with. The results steer the generator and the in-game manifest. Live now

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🏛️

Civilisation Evolution

Start with a camp-site and bare hands: Stoonies discover skills in the world, teach each other, and each new skill unlocks more of the building roster — gatherer → crafter → producer → trader → high culture. Knowledge lives in people; a dead master can set you back a generation. Playable in slices today behind ruleset toggles; the full ladder is still being built. Experimental

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🤝

Dynamic Diplomacy

Alliances are no longer set in lobby stone: an opt-in ruleset axis unlocks live diplomacy mid-match — peace and alliance proposals, declarations of war, ware gifts and standing tributes. Off by default so a classic match stays classic. Experimental — ruleset toggle

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⚔️

Diablo Tribute

The dungeon-run system refined toward a faithful hack-and-slay descent: hero-locked close camera, our own spellbook, prefix/suffix gear with durability, themed floors, a quick-run toggle — all in our own Aztherion dressing. In development

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🌑

Shattered Shards

The world as a broken shard adrift in the void: cursed lands that visibly blight until gardeners cleanse them node by node — and real holes in the map, with cliff rims, rocky undersides and waterfalls pouring into nothing. The corruption machinery and void regions already run behind toggles; the cleansing loop and shard-edge visuals are in flight. In development

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🧵

Artisan Economy

The missing craft tier between gatherers and industry: hides → leather → clothes, wool → cloth, rope, baskets, bricks — and the goods matter: unclothed Stoonies freeze when a storm front rolls in. Plus graves, per-cause deaths, and instanced items with named uniques. The embodied camp craft loop and the first store packs are already in; the full craft chains are in flight. In development

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📦

Content Packs & the Forge

Everything as portable, namespaced content packs — wares, buildings, races, spells, monsters, maps, scenarios — authored in the Content Forge, which now spans kitbash modeling, a draw-your-own-buildings sculptor, interiors, faction themes and reskin studios, and shared through the store that already lists the first DLC packs. Player publishing is the piece still being built. In development

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🤖

Agent Players

The MCP bridge is real and growing: agents can already author maps, scenarios and forge content and steer matches through five tool namespaces — the endgame is agents holding real player seats, consent-gated. In development

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🧠

Stoonie Minds

Stoonie personalities, quirks and speech bubbles — the layered bark system already runs with 42 triggers, plus optional LLM remarks on your own model (Ollama included). Deeper trait-and-opinion simulation builds on the P3 individuals and is still in flight. In development

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🏴‍☠️

Pirate Mode

Raiders on the waterways — a hostile faction preying on boat-ways, colonies and expeditions. Idea

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👁️

Immersive View

First/third-person close view with a smooth zoom gradient — walk the world and dungeons at Stoonie eye level. A gimmick mode, but a tempting one. Idea

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🛤️

No-Flag Mode

Carrier-only transport already ships as a free-walk ruleset option — the remaining idea is roads that grow where the land is actually walked. Idea

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Latest from the dev log

Support the project

StoonGame : Ember Worlds is a free, independent project in early development. Playing, testing and telling us what you think is the best support — and as development continues we're exploring ways to fund it. Tell us below which forms you'd actually support.

🗳️

Shape how we fund it

No account needed — tick every option you'd genuinely support. Results steer what we build first.

🐞

Report bugs & ideas

The 🐞 Feedback button lives in the top-right corner of every screen — in-game and on the start page. Reports can attach a screenshot, your game state and settings automatically.

💬

Join the forum

Fixed threads for bug discussion, feature ideas and game systems — plus the dev log where the plan evolves in public.

Open the forum

📣

Spread the word

Bring a friend into a match — it runs in the browser, no download. Every player, tester and discussion shapes what gets built next.

🔔

Wishlist & updates

Get a ping at release and pick the lists you want — wishlist notification, mailing list, or both. Works even while the game servers are down.

📺

Optional ads

Hate ads? So do we — they're off by default. If you'd like to support the project anyway, you can opt in to a small, unobtrusive ad slot. Your choice is remembered on this device.

Ready to build your empire?

StoonGame : Ember Worlds runs entirely in your browser — no download required.

Launch Game