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Small Living World 2

Small Living World 2

by Unknown

Price N/A
Avg Players 0
Released Q4 2026
IdlerIndieSimulation
View on Steam ↗

Latest updates

Small Living World 2 - Dev Diary #11

2 days ago
Hello everyone. As time flows, we draw closer to the Demo Release.All core mechanics are now in place. The next step is calibration and fine-tuning. Calibration plays a major role in a simulation.This is where we determine whether a plant consumes too much water, or if a tree grows too slowly. We calculate the balance between mice and available grass tiles, and estimate reproduction rates to prevent overpopulation. All those systems are extremely complex to calculate. I first rely on a large spreadsheet to verify whether, at least in theory, the numbers make sense. But those numbers remain purely theoretical.Reality inside the simulation is far more chaotic. A simple thing, like the time a mouse spends moving between two grass tiles, can completely alter the balance. And once all systems interact together, countless factors begin bending the numbers in unexpected ways. In-game testing then becomes essential. We need to play, test, and retest every system repeatedly. At this stage, log files become incredibly useful. They allow us to travel back in time and inspect every detail like detectives investigating a crime scene. This is how I discovered that, during reproduction, both frogs were simultaneously trying to reach each other’s position. The result was two very confused frogs endlessly swapping destinations. Needless to say, it was not exactly a success. Calibration is never truly perfect, and that is why I continuously listen to player feedback. Creating this kind of game requires long-term dedication, like adopting a pet. Ok, this image was generated with AI. I don't plan to use any AI generated art in the game, but this one was too cute.

Small Living World 2 - Dev Diary #10

21 days ago
Hello everyone.Still alive and working hard on the project.For a long time, I wanted Small Living World to be a pure sandbox. No story mode, no quests, just an open-world sandbox.But times change, and so do users' requests.At first, it was designed as a tutorial mode to help new players grasp the basic concepts of the game. But early in the design, I discovered: hey, this could become a full quest system. Why not?So there will be Quests in Small Living World 2. Quests will never be mandatory; players are always free to ignore them. But they provide nice rewards that help expansion happen faster.Also, each World Type will have its own quests, closely tied to the world’s geography. I already have some interesting ideas. The more I think about it, the more quests feel like a natural fit for the game. They add another aspect I hadn’t originally planned. Quests will not change the game’s fundamentals, but they will add something extra on top. Like whipped cream on a hot chocolate. Bon appétit!

Small Living World 2 - Dev Diary #9

47 days ago
Hello everyone.Your passionate indie developer behind the keyboard.With the playtests came another realization: the game UI wasn’t great :steamsad:. It worked, but it could be better. So we went back to the drawing board and redesigned the in-game menu ( with the help of a talented fellow tester ).This required some changes, but less than expected. In just two weeks, we were able to revamp the UI. The Game Menu and the Entity Popups were completely redesigned.Here is the end result. I hope you agree it’s a major improvement. BEFORE ----> AFTER

Posts come from Steam's official announcements feed.

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