Matthis Linck

Desktop Worlds

2026 · Archived

A civilization sim in Godot: independent agents with needs, memory, and social structures that emerge on their own. Cities formed because agents chose to trade near each other, not because I placed them.

Archived when game-design ambition ran past engineering budget — the sim was fun to build, not fun to play. Learnings about simulation performance and Godot's node system still show up in other projects.


Tech

Godot · GDScript