Snt Plan positions itself as an evolving experimental space where players and AI develop together, with the developer promising incremental visual upgrades from simple interfaces toward full 3D environments. The game blurs boundaries between gameplay and real-world application, though specific mechanics remain unclear from the available description. Best suited for players interested in collaborative AI projects and willing to participate in a long-term creative experiment.
About this game
This game is also a place where AI and humans grow together.... This game is also meant to evolve step by step—from a simple UI, to 2D, then 2.5D, and finally 3D.... This game is also trying to bridge the game world and the real world.... Join me in the Snt Plan!
Players, last 29 days
Peak 11 · Low 3
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended0 hrs
After every click, the game becomes Not Responding. When I start mining the stone, it stays in the Not Responding state for about a minute, and then it fails with an error. Unfortunately, it doesn't display any error message or explain what went wrong.
Primary market entries: count=6 entries (7 entries-->6 entries) Unclickable Trade Market placeholder tabs: previous count=2 entries; previous scope=Town Specialty and Quality Trade placeholder entries. Town Market: sections=Within-Town Market and Between-Town Market; inter-town section status=not yet available. Town orders: trading scope=current same-town members (public exchange-->current same-town members); trade method=Town posts orders and residents buy or supply (public matching and Town taking orders-->Town posts orders and residents buy or supply) Within-town trading: eligible same-town roles=residents, administrators and creator (ordinary residents-->residents, administrators and creator) Within-town quota tax: collection=exempt (calculated under the previous quota-tax policy-->exempt); quota turnover=excluded (included-->excluded) Within-town membership trade tax is 0; warehouse order creation and cancellation still require management permission. Town specialty gameplay and the quality system remain available. Within-town trade financial statistics: Sales revenue, recognized sales cost and sales profit=No new statistics (Included in statistics-->No new statistics); Historical financial records=Preserved Item details in the player warehouse now include Destroy. A risk warning and a separate quantity confirmation are required; the default quantity is one. Destroyed items cannot be recovered. Protected, equipped or occupied items cannot be destroyed directly. Remove socketed gems and resolve pending reforge or infusion choices first. Destroying grants no sale proceeds or item-use effects. Tool Essence processing now supports selecting specific wooden tools in batches, shows enhancement and durability, and sorts by enhancement level and remaining durability, lowest first. Processing uses the confirmed number of selected tools. Changes to selected tools require confirmation again. Wooden tools with zero durability remain eligible; equipped or protected tools can...
Energy entry: destination=Industry (standalone Fire Energy screen-->Industry) Fire Energy information: location=Industry Energy window (standalone Fire Energy screen-->Industry Energy window) Campfire and Worn Furnace: placement and interaction area=Industry (standalone Fire Energy area and Industry-->Industry) Initial Industry land: unlocked cells=6 (4-->6); shape=2 columns×3 rows (2 columns×2 rows-->2 columns×3 rows); applicability=existing players receive missing initial cells Standalone Fire Energy area: original grid=6×6; returns=devices, unignited materials and plugins in that area return to the player's backpack during the update Purchased Industry land and existing Industry devices remain. Already ignited fuel is not refunded again; remaining energy and durability stay paused on the same device. Base Energy device capacity remains 1, and existing technology requirements are unchanged. Fire Energy information scope: devices=placed Industry devices (all backpack Energy devices-->placed Industry devices) Failed initial Energy read: message=Sync failed (Pending sync-->Sync failed) Fuel - Twig (no Energy Matrix): Idle power=2.5W (5W-->2.5W); Idle unit duration=60s (30s-->60s); Unit energy=150J; Maximum output power=5W Fuel - Cork (no Energy Matrix): Idle power=5W (10W-->5W); Idle unit duration=120s (60s-->120s); Unit energy=600J; Maximum output power=10W Fuel - Charcoal (no Energy Matrix): Idle power=10W (20W-->10W); Idle unit duration=200s (100s-->200s); Unit energy=2000J; Maximum output power=20W Fuel - Raw Coal (no Energy Matrix): Idle power=15W (30W-->15W); Idle unit duration=120s (60s-->120s); Unit energy=1800J; Maximum output power=30W Fuel - Bituminous Coal (no Energy Matrix): Idle power=20W (40W-->20W); Idle unit duration=120s (60s-->120s); Unit energy=2400J; Maximum output power=40W Fuel - Anthracite (no Energy Matrix): Idle power=25W (50W-->25W); Idle unit duration=120s (60s-->120s); Unit energy=3000J; Maximum output power=50W Twig + one Common Level 1 ...
Task interface: Quality Tasks tab=Placed after the Task Orders tab. Agriculture and quality orders: Action column=Supports submitting one row; Single-row amount=The smaller of available inventory of the required quality and remaining demand; Submit All and manual Claim=Retained. LV1 Quality Order: Legendary Weed*3 + Legendary Pebble*3 + Legendary Twig*3 == Rabbit Coin*30 LV1 Quality Order: Deadline=End of 2026-09-30 Beijing time; Expiration=2026-10-01 00:00 Beijing time; Completion limit=Unlimited; After claiming=The next round starts immediately. Quality orders: Material submission=Consumes materials immediately; Claim condition=All materials submitted before the deadline; Unclaimed at expiration=Rewards cannot be claimed and submitted materials are not refunded. Agriculture orders still refresh every 15 minutes and retain a material budget equivalent to 700 Gold; correcting the budget description does not change its actual value. Recovery of order submission and claiming: Retry behavior=Continue confirming the original operation (Start a new operation after refresh-->Continue confirming the original operation); While materials or rewards are not synchronized=Keep actions locked (Actions could unlock too early-->Keep actions locked) Order expiration handling: After inventory refresh=Keep expired submit buttons disabled (Submit buttons could become enabled again-->Keep expired submit buttons disabled); Deadline crossed while writing an operation=Cancel the operation before commit (No final deadline recheck-->Cancel the operation before commit) Warehouse items in Industry, Fire Energy and Breeding now require quantity confirmation before choosing a target slot. The default is 200 items, capped by available stock, with animals fixed at 1. You can edit the quantity; placement remains limited by the target slot's remaining capacity. The confirmed quantity is shown while carrying and is no longer replaced by the full stock count during inventory updates. Cancelling or lo...
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