Aeonmarked
A systems-heavy sandbox roguelike exploring deterministic simulation, data-driven content, and emergent play.
- Role
- Design and engineering
- Started
- 1 Jan 2025
- Updated
- 15 Aug 2026
- Built with
- Godot 4, C#, YAML
Aeonmarked is a long-running independent game project built around systems that can interact in useful, surprising ways.
The project uses Godot 4 for presentation and C# for a deterministic, engine-agnostic simulation core. Content is increasingly data-driven so that adding world details does not always require changing engine code.
What I am exploring
- deterministic simulation and reproducible save/load behaviour;
- a clear boundary between simulation rules and Godot presentation;
- intent-based actions and explicit turn scheduling;
- data-driven content with validation;
- enough systemic interaction to support emergent stories without scripting every outcome.
Why it belongs here
Aeonmarked is both a game and a practical architecture exercise. It creates real pressure on boundaries, persistence, testing, content pipelines, and the cost of adding new rules.
Future build logs will cover individual decisions and experiments rather than trying to summarise the entire game in one permanent project page.
Current state
The project is active and still private. There is no public release or Steam page yet. This entry will gain public artefacts when there is something useful to inspect.