About the Game
WorldBox is the ULTIMATE god simulator and sandbox game!
Create your own world or destroy it using different powers:
- God Simulator. There are a lot of powers in your toolbox that can be used without mana or resources.
- Living world. Creatures have traits and needs. Animals will look for food. Greedy kings will try to get more lands.
Use different tools and brushes to design and populate your world:
- Fantasy Races. There are 4 civilized races in WorldBox. Humans, orcs, elves and dwarves. Each with its own design and specific race traits.
- Civilizations. Races will form kingdoms, colonize new lands and will sail to far continents that you'll create.
- Diplomacy system. Kingdoms will fight with each other. Towns will rebel. Empires will fall. It's your choice to help or watch them fight.
Many fun and crazy abilities that you can use:
- Destruction powers. Lightning, tornadoes, acid rain, nukes, meteorites, plague, dragons and even UFOs.
- Different creatures. Demons, skeletons, zombies, tumors, cold ones, dragons, UFOs and even a giant Crabzilla that you can control yourself!
Interact with your world and create various scenarios:
- Interact. Interact with your world with the divine magnet. Use your powers to start wars or create huge tornadoes! You can affect the world in unique ways.
- Share your maps. Show your creations to other players of the WorldBox community!
- Procedural Generation. Generate worlds of different sizes and find kingdoms with unique flags and names.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 19962337
Up to date
- added: smol performance improvements
- changes: updated translations
- changes: dates in patch notes
- fixed: premium issues on Android
- fixed: more fixes for loading old saves
View on Steam
- changes: updated translations
- changes: dates in patch notes
- fixed: premium issues on Android
- fixed: more fixes for loading old saves
- added: Minds Awakening and Rite of Fractured Minds for aliens
- added: metamorphed trait when a unit transforms into a demon in the Age of Chaos
- changes: updated translation credits
- changes: increased health for aliens
- changes: increased health for UFOs
- changes: Rite of Fractured Minds is now stronger
- changes: adjusted Burning Feet icon
- fixed: rare crash with unit avatars
- fixed: log spam from the quit window
- fixed: tumor appearing twice in the knowledge window
- fixed: power tab sometimes bugging out after closing the plot window
- fixed: alien towers shooting arrows instead of plasma balls
- fixed: Punkcorns taxonomy rank
- fixed: rogue pixel in the knowledge icon
- fixed: "Overview" title in the subspecies window not being translated
View on Steam
- added: metamorphed trait when a unit transforms into a demon in the Age of Chaos
- changes: updated translation credits
- changes: increased health for aliens
- changes: increased health for UFOs
- changes: Rite of Fractured Minds is now stronger
- changes: adjusted Burning Feet icon
- fixed: rare crash with unit avatars
- fixed: log spam from the quit window
- fixed: tumor appearing twice in the knowledge window
- fixed: power tab sometimes bugging out after closing the plot window
- fixed: alien towers shooting arrows instead of plasma balls
- fixed: Punkcorns taxonomy rank
- fixed: rogue pixel in the knowledge icon
- fixed: "Overview" title in the subspecies window not being translated
{STEAM_CLAN_IMAGE}/39496096/c5017446299fe016f5f95878e839204776b806da.png
heyo! patch 4 is up!
View on Steam
heyo! patch 4 is up!
added:
- Credits with handsome people are updated!
- New world law – Gene Spaghetti
- New world law – Mutant Box
- New world law – Glitched Noosphere
- New world law – Drop of Thoughts
- New world law – Grin Reaper
- New subspecies trait – Grin Mark
- 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
{STEAM_CLAN_IMAGE}/39496096/c545ff46b74fd6a9667430f11ce09661cf64fe64.png
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
View on Steam
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
{STEAM_CLAN_IMAGE}/39496096/5a2a1802e1b45f1547b592cb583b93357ccfb66c.png
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
View on Steam
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
{STEAM_CLAN_IMAGE}/39496096/5a2a1802e1b45f1547b592cb583b93357ccfb66c.png
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
View on Steam
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
- changes: war and army target lines are now more smoothly animated
- changes: boat transport logic has been improved
- changes: only units from the same kingdom can use their boats
- changes: boat pathfinding has been improved (less edgy floating around)
- fixed: an error that occurs on some devices - "сannot generate 9 slice most likely because the size is too big"
- fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones
- fixed: the crab burrow animation was broken
- fixed: a possible fix for boats dropping units in the middle of the ocean sometimes
- possible stability improvements have been made for mobile devices
- a few new debug options have also been added which I used for boat improvements
View on Steam
- changes: boat transport logic has been improved
- changes: only units from the same kingdom can use their boats
- changes: boat pathfinding has been improved (less edgy floating around)
- fixed: an error that occurs on some devices - "сannot generate 9 slice most likely because the size is too big"
- fixed: the war arrow sometimes "jumps" to the far corner if the target capital no longer has zones
- fixed: the crab burrow animation was broken
- fixed: a possible fix for boats dropping units in the middle of the ocean sometimes
- possible stability improvements have been made for mobile devices
- a few new debug options have also been added which I used for boat improvements
- changes: returned madness to be editable in the trait editor
- changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats.
- fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed)
- fixed: madness was a bit broken, and sometimes mad units didn't attack anyone
- fixed: attack cooldowns worked incorrectly when zoomed out
- fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light
- fixed: ice/flame towers could be ignored by other units after save reload
- fixed: next age sometimes remained the same when generating new worlds (confirmation needed)
View on Steam
- changes: added a hidden stat for some units that will die if they receive madness, as it breaks their special logic, similar to boats.
- fixed: on iOS/Android, the magnet made units "stuck" in one place until provoked if the FPS lock was turned on (confirmation needed)
- fixed: madness was a bit broken, and sometimes mad units didn't attack anyone
- fixed: attack cooldowns worked incorrectly when zoomed out
- fixed: some powers on mobile didn't have tile highlight enabled when used, for example, magnet, diving light
- fixed: ice/flame towers could be ignored by other units after save reload
- fixed: next age sometimes remained the same when generating new worlds (confirmation needed)
- fixed: boats are destroyed when you move them over ground using magnet tool
- fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save
- fixed: power bar time not updating right away after loading game
- fixed: bonuses from clan levels were not applied correctly after loading save
- fixed: soft crash when trying to load a save that had items from mods
- some translations have been updated
View on Steam
- fixed: sometimes some houses turn into abandoned buildings instead of ruins after loading an older save
- fixed: power bar time not updating right away after loading game
- fixed: bonuses from clan levels were not applied correctly after loading save
- fixed: soft crash when trying to load a save that had items from mods
- some translations have been updated
- changes: adjustments for how often low memory warning is called
- changes: banner for kingdom nameplate is a bit smaller now
- changes: kingdom nameplate is more compact
- fixed: another soft crash issue related to kingdom window
View on Steam
- changes: banner for kingdom nameplate is a bit smaller now
- changes: kingdom nameplate is more compact
- fixed: another soft crash issue related to kingdom window
- added: new option to change border opacity
- added: new option to change border brightness
- changes: disabled some sounds for now
- changes: reduced timeout before the enemy finds a target
- changes: changed the 30 fps lock for mobiles from being enabled by default to disabled
- fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him
- fixed: units don't get damage from lava right away
- fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once
- fixed: "diamond border growth" - border growth will look more natural
- fixed: loading some older maps
- fixed: world population didn't count boats
View on Steam
- added: new option to change border brightness
- changes: disabled some sounds for now
- changes: reduced timeout before the enemy finds a target
- changes: changed the 30 fps lock for mobiles from being enabled by default to disabled
- fixed: when the unit is in water and frozen - freeze graphics are rendered on top of him
- fixed: units don't get damage from lava right away
- fixed: projectiles like bullets/fire orbs do not applying damage to the same unit at once
- fixed: "diamond border growth" - border growth will look more natural
- fixed: loading some older maps
- fixed: world population didn't count boats
- fixed: game crash, when trying to load older saves that had items from mods saved in it
View on Steam
Current Release
19962337
Uploaded Oct 07, 2025
System Requirements
OS
Windows 10
CPU
2.0 Ghz
RAM
2.5 GB RAM
GPU
128mb Video Memory, capable of Shader Model 2.0+
How to Install
1
Download all files
2
Extract the .RAR file to a folder (use WinRAR or 7-Zip)
3
Run worldbox.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
404 MB
Build
19962337
Password: 123
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View AllDownload WorldBox - God Simulator for PC with a direct link or via torrent. Get the full version of WorldBox - God Simulator for free. WorldBox - God Simulator is a Indie released by Maxim Karpenko.