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ClanGen

Game description:

Clangen is a simulation game centered on managing a fictional clan of cats across multiple generations. The player does not control a single character directly but instead oversees the development of the entire group. Each cat has individual traits, relationships, and life events that influence how the clan evolves over time. The game is designed around long-term observation, decision-making, and systemic interaction rather than fast-paced control or traditional objectives.

Clan Structure and Management

At the core of the experience is clan management. The player makes high-level decisions that affect survival, population growth, and internal stability. Cats are assigned roles, form bonds, and react to both internal dynamics and external conditions. Time progresses in cycles, during which events occur automatically based on the current state of the clan. The player’s responsibility is to guide outcomes by setting priorities and responding to emerging situations rather than directing every action.

Individual Cats and Emergent Behavior

Each cat in Clangen is generated with unique attributes, including personality traits, skills, and relationship tendencies. These attributes shape how cats interact with one another and how they respond to events. Over time, cats may form friendships, rivalries, or family ties, creating a network of relationships that affects morale and cooperation. Key systems that influence individual behavior include:

·         personality traits that affect reactions to events

·         relationship values between clan members

·         role assignments such as hunters or healers

·         random life events tied to age and experience

·         injuries, illness, and recovery over time

These systems operate simultaneously, producing outcomes that are not fully predictable and encouraging long-term observation.

Events, Cycles, and Progression

Progression in Clangen is measured in seasons and generations rather than levels or scores. Events such as discoveries, conflicts, or environmental changes occur during each cycle and can alter the clan’s trajectory. Some events require direct player input, while others unfold automatically based on prior conditions. This structure reinforces the idea that outcomes are shaped by accumulated decisions rather than isolated choices.

Visual Presentation and Interface Design

The visual style is functional and text-driven, prioritizing clarity of information over detailed animation. Menus and logs present large amounts of data about clan members, relationships, and recent events. The interface allows players to track changes across time and review past outcomes, supporting reflective play rather than immediate reaction.

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