Automation
Automation preset
Progress
Not started
Experiment: --
Seed: --
Time: --
Population: --
Step time: --
Steps per frame: --
Downloads
Results (.json)
Census (.jsonl)
Mosaic (.zip)
Screenshots (.zip)
Analysis (.json)
Segment Types
Photosynth (green)
Generates food from light; efficiency scales with length and is reduced by aggression heat.
Locomotor (blue)
Pulses periodically to propel the entity; costs food but rewards movement through nutrient-rich areas.
Neural (yellow)
Senses targets (or nutrient gradients in forage mode) and coordinates all ready locomotor pulses; at rest it aims thrust toward the neural heading, and while moving it blends heading correction with momentum-preserving thrust.
Attack (red)
Deals damage on collision; steals food from targets. Also provides 60% damage reduction when hit.
Armor (gray)
Provides 90% damage reduction when struck; adds HP and food buffer capacity. Higher metabolic cost.
Quick Start
1. Spawn life
Use the green 1, 20, and 50 buttons to spawn new entities, then watch them survive and evolve. Use the Clear Entities button to start over with a clean slate.
2. Inspect entities
Click on any entity to view stats, genome, and relatives.
3. Adjust speed
Speed things up by clicking Enable turbo, or control speed manually with the Sim steps per frame and Sim step time dropdowns.
4. Sliders & presets
Open the Sliders & presets panel to try one of the settings presets or tune the simulation parameters yourself. Reset to defaults using the buttons.
5. Overlays
Use Show nutrient overlay to show or hide the nutrient field.
Controls
Click & drag to navigate the world.
Scroll wheel or pinch to zoom in/out.
Click an entity to select it.
Panels & Tools
Status & settings
Monitor population/performance, control sim speed, spawn entities, and toggle rendering options.
Sliders & presets panel
Tune the simulation parameters and apply presets.
Automation Panel
Run preset experiment programs and export census data, screenshots and analysis.
Core Mechanics
HP
Health is reduced by attacks and starvation; entities die at 0.
Food
Energy buffer consumed by metabolism and locomotion, replenished by photosynthesis, movement, and attack steals.
Repro
Surplus food fills the reproductive buffer; full buffer spawns mutated offspring.
World Wrap
The world wraps at edges; entities leaving one side reappear on the opposite side.
Starvation & Healing
Food below 25% causes HP loss; above 75% gradually heals HP.
Aggression Heat
Attacking builds heat that reduces photosynthesis efficiency; decays over time.
Health Bar Legend
Entity Inspection
Selected Entity Pane
Shows current HP/Food/Repro, aggression heat, photosynthesis efficiency, age, and generation.
Income Breakdown
Food Income splits contribution from photosynthesis, locomotion, and attack.
Relatives
Click a relative thumbnail to jump focus through the lineage tree.
Environment & Nutrients
Nutrient Field
Affects photosynthesis efficiency and provides food bonus for locomotion through nutrient-rich areas.
Nutrient Consumption
Photosynthesis and locomotion deplete local nutrients; nutrients regenerate over time.
Nutrient Overlays
Choose uniform, center-focused, edge-focused, or ring-shaped nutrient distributions.
Genome Format
Example
[sym:3,phase:seq]25.0 0.0 Pho -1 800;18.0 45.0 Loc 0 600 1~[sym:2,mode:mirror]20.0 0.0 Att -1 500;12.0 -30.0 Arm 0 1000
Group Header [ ]
sym Number of limbs (1-6, total across all groups)
mode radial (evenly spaced) or mirror (left/right)
angles Custom limb angles, e.g. angles:0|90|180
phase Locomotor timing: sync (simultaneous), seq (sequential), rand (random)
spread Phase variation for seq/rand (0.00-1.00)
Segments (space-separated, ; between segments)
length Segment length (5-50)
angle Angle from parent segment
type Pho, Loc, Att, Arm, Neu
parent -1 = root segment, 0+ = child of segment N
pulse Pulse interval in ms (120-5000)
dir Loc/Neu only: +1 or -1 thrust polarity along the segment axis
behavior Neu only (optional): approach, flee, or forage (default: approach)
Multiple Groups
Separate groups with ~ (max 2 segment groups)
Each group has its own header and segments
Total limbs across groups cannot exceed 6
Status
Population
0
Generation
0
Median age
0
Spawn queue
0
Sim time elapsed
0:00
Calculation time per frame
0.00 ms
Sim steps per frame
1.0x
Toggle segment types
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