One place. Every age.
The world has ended. Go back and find out why, then bend it.
Get notifiedIn development for desktop, iPhone & Android · no release date or price yet
Worldwright is a time-travel game on a simulated history. The world has ended and every record of the past is gone. You go back into the eras of one place, read what its people left behind, work out what its history bent around, and then you bend it otherwise. Every change ripples forward and re-forms the present. Some ripples heal; some break something new.
Nobody tells you what ended the world. The ruin shows symptoms, never a name: the cause is in the records of the past, for anyone who reads them carefully and trusts no one.
In each era you can talk to the person whose choice bent history, act on the land itself, or place a single building. A builder, a talker and a digger can each heal something; none of them can heal everything that way.
Come back and the present has re-formed around what you did. Repairs breed new flaws, and the voice in your ear that sent you is not obliged to tell you the truth.
Worldwright began as a city-builder, and the city still gets built, just not by you. Underneath every run, a simulated people plays the whole history of one place forward, age by age, buying what its world can afford and failing where its world fails it. You are the one who goes back and changes their minds.
The simulation underneath is built, and so is the spine of the loop: the timeline, the flaws, the compass that points you at them, and the endings. That loop is being built and played first as a text game, before any world is drawn around it. There is no release date and no price.
The history the game simulates runs from the first fire to the atomic age, and the ruin you start in comes after all of it.

A single fire in an empty valley: the first shelters, the first stores laid in against the winter.

Grain, clay and the first worked metal: wells and kilns, and trade with neighbours nobody here will ever meet.

Timber halls, stone keeps and a crowded town, where living close is the town’s strength and its risk at once.

Coin, print and art: a town turning into a city of workshops and presses, and new ideas waking old fears.

Coal and steel, smoke and speed: the foundries that make a city mighty, and the air and the labour they cost it.

The atomic age: jet engines, room-sized mainframes, a television in every front room, and Cold War nerves strung under the optimism.

Where you start. The world has ended, every record of it is gone, and something under the rubble hums awake and calls you professor.
There used to be a free Stone-Age demo here: a city-builder, which is how Worldwright began. It was taken down in October 2026 because it no longer represents the game; the simulation it ran on lives on underneath, but the game on top is a different one. There's nothing to play yet.
In development · no release date or price yet