
Altworld
The first turn-based world simulator on our board. You act, then advance time by days or years and read what the world did — a genuinely new shape, running on a ledger that does not yet hold its own weight.
this platform · field average of 26 rated platforms
- Memory & Continuity3
- Player Agency3.5
- NPC Fidelity2
- Mechanical Depth2.5
- Determinism & Fairness2
- Longevity2.5
- Signature Design5
Altworld is a browser game in which you live a whole life inside a simulated world, one time-skip at a time. You take your actions, then you advance the clock by an amount you choose — two days, ten weeks, fourteen years — and the world processes that span and hands you a summary of what changed while you were busy. Factions moved, prices shifted, rumours travelled, your obligations came due.
That loop is the point, and it is not the loop anything else in this directory runs. Where the rest of the field is a conversation that produces a story, Altworld is an end-of-turn report that produces a history. It positions itself against BitLife and Pax Historia rather than against D&D, and that is the honest comparison.
You start as a starving peasant before winter or a smuggler in a drowned city, or you write a pitch in plain language and it forges a world from it. Runs save and branch. It runs in a browser on desktop and mobile with no download, and it does not name the model behind either of the two engine tiers it sells.
What It Scores
Altworld scores 2.9 out of 5, level with aiga_ and MacerAI on our benchmark. That number hides the shape of it. Altworld ties the top of our Signature Design axis and sits near the bottom of NPC Fidelity, and both scores come from the same design decision.
Signature Design — 5. In a category where nearly every product is a chat window wearing a fantasy skin, somebody built a turn-based world simulator with faction reputations, rumours, holdings, expenses and obligations, and shipped it in a browser. The end-turn loop is genuinely its own, and nothing else we have scored is trying to do it. It joins the five products already at the top of this axis.
Player Agency — 3.5. There is no puppeting at all — the game never writes your character’s words or decisions for you, which is the failure half the field still commits. What holds it back is railroading of a different kind: you are kept to one region, and the world sits in stasis around you. We solved a grain-scarcity crisis by discovering a hoard the corrupt reeve’s brother was sitting on. The Lord arrested him. Nothing else happened. The shortage continued, the famine continued, and the discovery turned out to be flavour text.
Memory & Continuity — 3. State is genuinely stored and obligations do follow you. But the scoring here is harsher than the architecture deserves, because of what the architecture chose: with no conversations, very little enters the record except bookkeeping. A design that resolves everything into ledgers should be able to remember better than one that has to summarise dialogue, and this one does not.
Mechanical Depth — 2.5. The systems are named and visible — holdings, expenses, obligations, reputations — and they do not yet do enough. There is more potential here than in most of the board, and potential is not a score. We expect this one to move at the next quarterly review.
Longevity — 2.5. One run ended outright: an accounting bug made the game unplayable. A second lasted considerably longer and then came apart differently, with towns bleeding into one another — the people in the mill of a new location were the same people as the mill in the old one.
NPC Fidelity — 2. You can spend an entire in-game lifetime in Altworld without having a conversation. The characters are records that move rather than people who speak, so they read as interchangeable, and travelling to a different settlement produced the same cast again.
Determinism & Fairness — 2. This is the axis the simulation can least afford to lose, and it is the one it loses. In a game entirely about accumulating influence, rank and possessions, the ledger does not hold up: we worked a full month and earned 6 coins, having earned 4 coins for a single day’s work. Time is the resource you spend, and spending a great deal more of it barely changes the result.
Pricing
Free to start. Prices verified on Altworld’s pricing page on 21 September 2026.
| Plan | Price | What you get |
|---|---|---|
| Guest | Free | 10 full simulation turns, no account, any featured world |
| First Tale | Free account | 30 Candles to start, free Candles daily that grow with a return streak, saves, branching, world forging |
| Kindling Pass | $3.99/month | Unlimited turns, no Candles needed to play, cancel any time |
Play is metered in a currency called Candles, and the game publishes what each action costs:
| Action | Candles |
|---|---|
| A Lite turn | 2 |
| A Full-engine turn | 3 |
| Starting a new life | 4 |
| Forging a world from a pitch | 6 |
| Re-rolling the last turn | 2 |
One-time top-ups are sold for players who do not want a subscription: 540 Candles for $4.99, or 1,515 Candles for $11.99.
At $3.99 the Kindling Pass is inexpensive for what it removes, and that matters more here than it would elsewhere — a game built on skipping time is a game that wants you to take a great many turns, and counting Candles while deciding how long to skip is the one thing most likely to get in the way of playing it properly.
Verdict
Altworld is the most interesting thing to arrive on this board in months and one of the least finished. The end-turn simulator is a real idea, executed well enough that the shape is obvious and worth copying, and it is held back by a ledger that does not reward the time it asks you to spend and a world that does not change when you change it. At 2.9 it sits mid-table on a number that hides how unusual it is at both ends.
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