C:\bonezone\recommendations.exe

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A simplified version of Type, a square headed, orange and black robot. He is sitting on the edge of a tv stand.

Miitopia logo. The 't' is made of the crossguard of a sword, and the i's are dotted with cartoon heads.

RPG - Nintendo, 2016-2021

A comedy roleplaying game starring a cast of miis. Originally released in 2016 for the Nintendo DS, and remastered for the Nintendo Switch in 2021, which added new dungeons, new events, and a new system for customizing miis.
A cartoon sword with a white outline. A cartoon staff with a white outline. A cartoon mace with a white outline. A cartoon dagger with a white outline.
Miitopia is a game primarily driven by creativity. While mechanically it is very similiar to games such as Tomodatchi Life (another game I highly recommend), the main draw of it is it's customization.

Every NPC and party member in Miitopia is cast by a mii, and miis can be shared with friends over the internet via access codes. The community is extremely talented and passionate, and sites like Miipedia make finding and sharing miis easy.
If there's a character or celebrity you can think of, it's probably already been made by someone in Miitopia. And if they haven't or you're more interested in making original miis, the switch release's new makeup and wigs allow for a level of mii customization that hasn't been seen before.
A cartoon microphone with a white outline. A cartoon frying pan with a white outline. A cartoon cat paw with a white outline. A cartoon pitchfork with a white outline.
Every region in Miitopia is separated into sub-areas, then further into routes with branching pathways. Your party automatically walks down each route, talking to each other in short snippets and stopping at each fork to allow you to choose which direction they go next.
A Tasty Snurp- a round pink creature with small legs, a black muzzle, a long nose, and a stem tail. It looks like a radish.

While the player isn't able to directly control partymembers other than the hero, they are able to heal and buff characters

At the end of every route is a Conveniently Placed Inn(TM), where the party is able to rest, eat, and shop for new equipment. Monsters can occasionally drop Grub, and like in Tomodatchi Life, every Mii has their own taste in food. Miis can also go on dates Outings together to relax and raise their relationship level with each other.

Partymembers will over time form relationships with each other and the hero, which gives them new reactions and moves that can proc in a battle if their relationship level is high enough. As an example: if one mii get's hurt, one of their friends might come over to check on them.
My personal favorite is LV. 8, Charity. Each mii carries four snacks that they'll eat to heal: two MP Candy and two HP Bananas. If one runs out of either of their snacks, one of their friends might decide to share with them from their own stock.

A party of four miis, a warrior, a mage, a cat, and a cleric. The mage says 'Can't wait!', the warrior says 'Here we GO!'.
Miitopia, like many games I love, is a fantastic story builder, thanks in part to it's clever writing and it's fantastic game atoms. While it can become very repetative and is a slower paced game compared to a lot of other roleplaying games, it's potential for storytelling is top notch.
The story is lighthearted and wonderfully weird, and every person who I've met who has played Miitopia has their own lore that they've built up for it, and I think it's in part because the game itself encourages that creativity, in the same way a game like the Sims does.
It's a cute, extremely silly and fantastically well written RPG that I thoroughly recommend.
A cartoon flash with a white outline. A cartoon bullet with a white outline. A cartoon hand fan with a white outline. A cartoon leaf with a white outline.

article added 05/02/2025

5/5

A gif of Nero, a yellow and orange lion anthro. She is wearing a red dress with a bowtie. She is dancing.


All other images sourced from the miitopia wiki

Dwarf Fortress



☼ Beyond Quality! ☼

A white ASCII smile.



A Dwarven Outpost: You have arrived. After a journey from the mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of dwarfkind.

There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the lions get hungry.

A new chapter of dwarven history begins here.

Strike the earth!


More of a story generator than a videogame, Dwarf Fortress is a randomly generated fantasy world full of different civilizations, cities, dungeons, necromancer towers, goblin pits, and much, much more.
The world a user generates is persistent, with hundreds to thousands of years of recorded history all proceeding in the background as the game progresses.

A sprite of a white haired dwarf. A sprite of a bald elf in green. A sprite of a blond human in black. A sprite of a green goblin. A sprite of a brown kobold. A sprite of a beak dog, a pink bird with no wings or feathers, and two long legs. A sprite of a giant tortoise man, an anthro turtle wearing a brown shawl. A sprite of a leopard man, an anthro leopard wearing a brown shawl. A sprite of a gorlak, a yellow head with arms, legs and tusks. A sprite of a plump helmet man, an upright anthro mushroom with a purple cap for a head wearing a blue shawl. A sprite of an orange cat. A sprite of a brown dog.

Recorded in Legends mode is a record of every historical site, royal, monster, god, and every entity that lived or lives in a DF world, including their entire history and every relationship they had with another actor. On an individual scale, the game keeps track of an entities personality traits, their likes, their dislikes, their health and their simulated organs, their appearance, and their lifelong goals- no two dwarves in a fortress will be exactly alike.



A screenshot of a typical Dwarf Fortress Map. Each cell of the map is made of ASCII characters and color-coded to match the biome each cell represents. All together, these form a map with dark blue oceans, lime green forests and grasslands, gray mountains, yellow deserts, and bright cyan tundras.

This, combined with the original release's ASCII artstyle and complex simulations, has given Dwarf Fortress the reputation of being a deeply esoteric game with a learning curve closer to a sheer cliff than to a hill.

A screenshot of Dwarf Fortress Adventure Mode. Like the previous screenshot, it is made of ASCII art. This screenshot is mostly in grayscale. The player (a lime green @ sign) is standing in a closed room with two humans (represented by two pink U).


A fortress's win state is only as important as a player makes it- some exist for the sake of good old fashioned dwarven ingenuity, some set out with aspirations of becoming their chosen civilizations mountainhome, and others are just here for a good time. Eventually, though, every dwarven fortress will succumb to entropy. If they didn't, it wouldn't be nearly as fun.

Dwarf Fortress's difficulty curve is actually pretty smooth, once you're able to wrap your head around the graphics and how everything works. The game has a great community, and the game is exceptionally well documented, making it easy to find information on megaprojects or how some mechanics function.
Every entity, body tissue, culture and civilization is defined by a handful of text files and sprites, making Dwarf Fortress easy to pick up and mod, even if you're not very familiar with coding. The game was remastered in 2022 and released on Steam by Bay 12 Games and published by Kitfox Games, adding new graphics, mouse controls, general quality of life changes, a soundtrack of fanmade songs, and ingame tutorials. If you've never played Dwarf Fortress but always wanted to try it, or if you just want to support the creators, I'd highly recommend the Steam release. And if you just want to give it a shot, the original version of the game is totally free on Bay 12's website.


The game is chock full of tiny details, the fun, complexity and difficulty comes from how those details play together.
As an example: Dwarves have simulated emotions, and can experience emotional trauma. If a dwarf is stressed for a significant amount of time, either due to their environment or as a result of trauma, they can suffer a mental breakdown.

Dwarves with a high propensity for anger may throw a tantrum or go berzerk, becoming violent and lashing out at other dwarves. It's not exactly ideal if you care about your dwarves, but it isn't a fortress-ender on it's own.
However, if a dwarf in this state hurts another dwarf, or their pet, or a family member- or destroy a priceless artifact created by another fortress resident- that has a knock-on affect, causing every affected dwarf to also get stressed.
Worse, public tantrums, assault and property damage are illegal in dwarven culture, and dwarven law enforcement is famously heavy-handed. Guilty dwarfs are punished severely- and if that dwarf is killed on accident, their family will also suffer.

These factors together can tank a fortress' overall mood and cause stress to skyrocket- leading to a phenomenon reffered to in the community as a Tantrum Spiral.

Dwarves already on edge are pushed over by the actions of one guilty dwarf- and these dwarves also suffer a mental break, leading to the dwarven equivalent of a riot. While this phenomenon was more common before the game's official Steam release, a Tantrum Spiral can easily destroy a fortress from the inside.


As a less grim example: A megaproject is defined by the community as a large project. Typically, these are large structures or groups of connected structures built by dwarves. These are often community made, and can include gadgets or machines that use furniture or structural items to exploit a game mechanic. My personal favorite is the Dwarven Atomsmasher, which I promise sounds a lot more intimidating than it really is-

A screenshot of Dwarf Fortress. This screenshot is of the inside of a fortress with smooth floors (represented by yellow +). The focus is on a small room off to the side, containing a red bridge, and a dead body (represented by a gray Z).

A common method of fortress defense are bridges. Bridges can be powered by a lever to raise or lower it- when it's raised, it becomes a solid wall, when it's lowered, it turns into a 'floor' that entities can walk on, if they want.
However, if an item (or creature) is under the bridge when it becomes a floor, it will get obliterated. So obliterated, that the bridge deletes whatever was under it from the game. They're usually used as a safe method of garbage disposal, but given that it can atomsmash living things just as well as nonliving things, it sees heavy use in fortress defense, as long as the creature in question is under 1,200,000 in size. In human terms, this would be approximately the size of an adult elephant.
The only acceptions to this seem to be bags with items in them, since it only destroys the bag, and legendary artifacts, which are instead flagged as 'hidden' and can't be made visible again unless the fortress is retired and then reclaimed.


Dwarves can find families, have children, slay great monsters, learn the secrets of life and death, become creatures of the night, visit the circus, create legendary artifacts, join a worldwide plot to steal that same artifact- The original release's ASCII graphics might look like wet garbage, but that just makes it easier to fill in the gaps yourself.
Like other story generator games, like Rimworld, Caves of Qud, Cataclysm: Dark Days Ahead, or Project Zomboid, Dwarf Fortress isn't a game that's meant to be won.

It's meant to be lost, and losing is fun.



e U g k B T l g m d c


A white ASCII smile.

article added 04/10/2025

5/5



Image Sources

All other screenshots and sprites sourced from Bay 12 Games and the Dwarf Fortress Wiki

A red, circular 'x' button.

SPORE

God Game, Life Simulation, RTS - MAXIS, 2008

A hybrid god game from Will Wright and the creators of the Sims. Make little alien monsters and guide them through millions of years of evolution- from single-celled organisms to spacefaring civilizations.
A spiral galaxy, the logo of Spore.

Spore is a fantastic game with a complicated and controversial history. It's development began as far back as 2000, though was delayed heavily until it's release in 2008. Using it's robust Creature Creator (And Vehicle Creator, Building Creator, and later Adventure Creator added by it's second and final expansion, Galactic Adventures), you can make weird little aliens, spaceships, buildings and more, and upload them to the Sporepedia for other players to put into their games, (As long as you're logged in), or you can jump straight into a new game, choosing a planet from the main menu and beginning as a single-celled organism.

The game is separated into five Stages-

The Cell Stage, a top-down action stage.
The Creature Stage, a 3D free-roaming Adventure.
The Tribal Stage, a Real-Time Strategy.
The Civilization Stage, a Strategy game based on Sid Meyer's Civilization.
And, finally, The Space Stage, a Wing Commander: Privateer, Elite Dangerous styled space exploration stage.

A screenshot of Spore's Space Stage. A spaceship exits the atmosphere of a planet with a pink-red sky, blue grass and yellowish trees.

While it's gameplay can be sort of underwhelming in certain Stages, each has it's own associated Creators, creature parts, and unique mechanics. The most popular, and my personal favorite, is the Space Stage. After discovering space travel, the player and their species are set loose in a giant spiral galaxy containing hundreds of procedurally generated planets and star systems, full of creatures and civilizations populated both by species the player has made, and ones downloaded over the internet.
The player explores, terraforms planets, and does missions for other alien societies, all with the final goal of reaching the Galactic Core at the center of the galaxy.

Spore is a fantastic toybox of a game that suffers both from the significant delays and feature creep of an eight-year development cycle, and from an extremely controversial form of DRM known as SecuROM.
Along with the security risks common to SecuROM, a physical copy of Spore could only be installed to a system a handful of times before it refused to reinstall, effectively locking the disc and requiring the user to buy a new copy.

A screenshot of Spore's Tribal Stage. A tribe of pink bipedal aliens gather around a firepit. The sky on this planet is a foggy yellow.

It was extremely spotty and often couldn't tell if the system was a different computer, or if a component like a graphics card had been changed, and like a lot of other Maxis titles, the game has spaghetti code. If the game had an error that could only be fixed with a fresh install, that would also eat into a disc's limited number of installations, meaning that a copy of Spore could be bricked by no actual fault of the user.
While this was likely intended to hinder secondhand game sales and curb piracy, over the years it's had the opposite effect- giving Spore the enviable position of being One Of The Most Pirated Games Ever at an estimated 1.7 million downloads.

There's also the controversy surrounding the 'Bots Parts Pack', a DLC pack of robotic parts for the Creature Creator. Originally released as a promotion for Doctor Pepper, these parts are now no longer available. And despite what the marketing for the campaign said, not 'every bottle' was a winner- meaning that some people who participated didn't even get a code. The controversy only got worse when it was discovered that the Parts Pack already included the then unreleased Patch 1.06. This was very much the style at the time for Electronic Arts, as the Sims 3 featured a similiar crossover with Doctor Pepper and no less than five unique sets of items and two new lots.
While there are mods and programs that will unlock these parts, creations using Bot Parts can't be shared to the Sporepedia unless a user has a legitimate code from back when the promotion was still running, or got lucky contacting EA Support.

The icon for one of Spore's DLCs, the Bot Parts Pack.

Today, the game still has an active community, and the service used to download and recieve creations from the internet, Sporepedia, is alive and thriving, having been picked back up by a new moderation team in 2023. A screenshot of Spore's Creature Creator. On the left side of the screenshot is the creature, a bony quadropedal creature with two arms, a spiked tail, and red eyes. The right side of the screenshot is the painting menu, containing color palates for coloring a creature. Much like Creatures, Spore creations can also be shared manually and offline, as the game saves every creation the player makes as a PNG. This PNG contains everything from the individual parts to the creature's evolutionary information if they happened to be used in the main game, meaning that even if the servers go down, people can still share their creations with their friends and the wider internet.

And, in the spirit of sharing, I've uploaded my favorite Spore creation that I've ever made to neocities so that people can enjoy them, too. Please take good care of them, they're very sensitive.
All you need to do is right click the image below, and save it to your computer as a PNG. When you're in the Creature Creator, turn the game to windowed mode and drag and drop the PNG into the game. (As a note, you'll probably need to have a mod that removes creature complexity, or you'll have to remove some parts, otherwise you'll get an error and won't be able to save and exit the creator.)

Vexus_214
typefourty
A Spore creature. It has a single red eye, a mane of tentacles, pincers, and a tail tipped with a ball. The background is a white stone platform in a grassy green and blue expanse. This png can be downloaded for use in Spore.
A spiral galaxy, the Spore logo.

article added 04/06/2025

5\5


Image Sources

All other screenshots and icons sourced from spore.com

Black And White

God Game, City Builder - Lionhead Studios, 2001

Are you a blessing, or a curse? Good, or evil? Be what you will, you are destiny.

A player icon from Black And White, and the generic symbol for good aligned gods. It is of a white outlined face with three lines on it's head representing hair. A player icon from Black And White, and the generic symbol for evil aligned gods. It is of a dragon with a forked tongue and sharp spines.



Black and White was developed by Lionhead Studios, directed by Steve Jackson and Designed by Peter Molyneux. It was published by Electronic Arts in 2001 for Windows and Mac, and it won multiple awards when it first released, including a Guinness World Record for it's innovative AI.

A screenshot of Black And White. The focus is of a large stone gray tower with a purple shingled roof sitting on the plateau of a grassy hill. A beam of red light shines from the top spire. Around it's base are small straw huts, and ritual altars. The sky is blue and slightly overcast with gray clouds.
The player takes on the role of a newly born god in the lands of Eden, amassing followers and belief through either acts of divine mercy, or through intimidation and fear. Movement, camera control and building is all done by moving around your hand with the mouse and picking up items. Things thrown by the hand also have momentum and force, meaning that you can throw basically anything with some degree of accuracy, including rocks, trees- and villagers, if you're a monster. You can also cast magic by drawing shapes and making Gestures with the mouse, called Miracles, which can range from summoning doves and wolves, creating food and water from thin air, and throwing fireballs and shooting lightning.


Caring for villagers or letting them suffer will shift your alignment and the appearance of Eden, but good and evil both have their merits.

A screenshot of a grassy hill. The sun peaks from behind white clouds. A low-polygon sheep grazes on grass in the foreground. A straw hut surrounded by trees can be seen in the distance on a neighboring hilltop.

Good gods might start a little slow, but they're good at keeping their flocks fed, housed, healthy and thriving-
And evil is flashy and dangerous, just as good at violently protecting a village as it is at burning one to the ground!

A player icon from Black And White, and the generic symbol for good aligned gods. It is of a white outlined face with three lines on it's head representing hair. A player icon from Black And White, and the generic symbol for good aligned gods. It is of a white outlined face with three lines on it's head representing hair.
Villagers are mortal and need homes, civic buildings food, children, and mercy to stay healthy. Good actions in times of need are especially impressive for villagers, whether that be providing food or helping rebuild. If they're suffering due to low needs, any god who steps in to help will get a large boost of faith. It's one of the best ways to raise faith, but it's slow and requires the player to either have the resources to spare themselves, or to get creative with how they provide those resources, which with multiple villages to look after can get difficult quick.

And if you're not interested in keeping people safe and healthy because it's the right thing to do, a village's population and health is also important for maintaining belief and productivity. Villagers will breed and have children, who will grow up and move into a spare home in the village once they're of age. Keeping people housed and fed is just as important as converting new villages, both for their overall health and for supporting your other villages. And if people stay happy and healthy, it's a lot harder for other gods to convert them and easier to rebuild if something catastrophic happens, making good actions best for the longterm survivability of a village.

Miracles also require a stream of prayer power to cast, supplied by villagers who worship at a worship site in the temple. Larger villages mean more worshippers and stronger miracles as a result, but they need to be carefully watched over and given breaks to keep them from working themselves to death- and it is just as evil to allow your people to waste away at an altar than it is to throw them into the ocean.

-Evil gods don't have this issue, though! Anyone can be persuaded into joining the winning team if you hurl enough lightning at them, and neglecting villages offers a small but continual stream of belief. But for every house crushed and every villager thrown into the sun, someone has to help rebuild whether that be you or another god, and the villages won't be able to undo the damage you caused them themselves. A biblical wildfire is a great way to convince someone that you exist, but a ghost town can't be converted.

Terror is an extremely effective way to convince villagers to convert, but it has diminshing returns on belief like anything else. And if a god mistreats a village for too long, they'll start praying for Mercy, a unique need that only appears if a village's needs are neglected for too long, or if a large quantity of villagers die in a short amount of time, whether that's directly a god's fault or not.

Any god can provide Mercy just by helping rebuild and it can net a lot of belief for little work, meaning that it's easy for an evil god to farm large amounts of belief quickly by destroying a village and then quickly 'helping' to fix it, effectively selling the villagers a solution to a problem that their own god caused.
Evil also includes a number of offensive spells useful for fending off other evil gods or their creatures- sure, throwing lightning at someone's dog is kind of a dick move, but you could easily argue that letting their dog eat one of your friends' kids isn't ideal either. Evil might be dangerous, but it's as dangerous for other gods as it is for you.




Each god also has a ring of influence that grows around each village according to the population's faith- higher populations mean more faith and a larger ring of influence, and more villages under the player's control means better map coverage.
A god can only freely cast spells and manipulate objects within their influence. If they stray too far out from their influence, they'll become intangible and won't be able to interact with the world until they return to their territory. While influence can 'stick' to gods for a short time outside of their territory, allowing for them to interact with objects and cast spells just outside of their ring, it doesn't last for long, and will quickly drain.

Mortals however, such as the creature and villagers, aren't limited by belief, and creatures in particular can learn to cast miracles by learning from their god, and with training, can help provide for or convert villages while their god is busy with other tasks.
Villagers can also be made disciples if placed near objects of interest. Depending on their job, they'll work for the rest of their natural lives at the job site they're placed in, or until the player dismisses them. If the resources they're looking for aren't nearby, they'll travel across the map to find them.

A player can also act outside of their territory by throwing long-ranged miracles over areas beyond their influence, making spells like fireball, lightning, and spells that summon animals useful for remotely converting villages.

...And if a god no longer has any belief, they won't be able to cast spells through any means other than sacrifice, and their ring of influence will be restricted to the area near their temple. If their temple is destroyed, they'll fizzle out and die for good. Destroying all other gods in multiplayer is the win condition for a player, and if the player's temple is destroyed, they will lose the match.


A screenshot of a happy looking gray-blue bipedal horse. The horse has a white mane, and black legs. They are being pet by a disembodied hand. A readout of the creature's hunger and sleep are shown on the left side of the screen. There's also your Creature- a giant, bipedal a-life animal who acts as your right hand man, and is one of the game's main selling points thanks to their advanced AI. Depending on what they watch you do, and what you encourage them to do, they'll also gain an alignment towards good or evil. They can learn to cast Miracles, which is either great for good gods or dangerous for evil ones, since your Creature usually learns by watching what you do. They'll learn how to farm, fish, throw things and generally help out around the village, if you show them how.
You can also pet them by rubbing them with the cursor, which is as cute as it sounds.

The first game also has a pretty wide variety of Creatures on offer that can be unlocked as rewards for quests, and more with the addition of creature unlocker applications and the game's one and only expansion, Creature Isle.


Black and White is one of my favorite games, and the only reason it doesn't beat out Half Life or Dungeon Keeper 2 or Spore in terms of favorite game ever is due to the technical limitations.

Unfortunately, due to Lionhead's aquistion by Microsoft, and since EA owns the publishing rights for the game, it has never been rereleased, and is widely considered to be abandonware. Ironically, it also means that the only way to play it without finding a physical copy is to pirate it.

It is not currently and truthfully has never been an easy game to get running, even with the original discs. I've included links below for the fan forums and the creature unlockers, which go a long way towards making the game playable on modern systems. However, since the only way to play the game is to find a physical copy or pirate it, I can't actually provide a link to the game this time. If you like God Games, Populus, or are still sad that Bullfrog Productions was eaten by EA, give it a try if you ever find a copy!

article added 04/06/2025

5\5


Creatures

Life Simulation - Creatures Labs, 1996

creatures - Un Named

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File   |   View   |   Camera   |   Tools   |  Norns   |   Help   |
A series of artificial life games developed by Creatures Labs and published by Mindscape. Care for cuddly little aliens with simulated DNA.

Designed by Steve Grand, Creatures tasks players with raising and caring for aliens called Norns. Among other virtual pet games of the time, Creatures set itself apart by simulating it's pets' genomes, brain activity, vitals, and biochemistry. Norn begin as eggs and have a lifespan ranging around five to fourty real world hours, during which they'll grow up, explore, learn how to speak, and eventually have little baby Norn of their own to look after.

An oval, sky-blue egg. It has soft swirling white patterns reminiscent of clouds. An oval, speckled jade-green egg. It is more speckled towards it's bottom than it's top. An oval, firey red egg. It has yellow stripes across it. An oval, blue-white egg. It has a soft gradient from white at it's tip, to blue at it's bottom. The egg has small white dots at it's base. An oval, white egg. It has red polkadots of different sizes covering it's shell. An oval, green egg. It's shell is a mottled forest green.

A Norn from the Creatures series. This picture is of a Civet Norn, a breed of Norn with floppy ears, short pommed tails, blonde yellow hair and brown and white piebald fur. It is prancing.

It's a series I feel really strongly about. Norns, and later Ettin and Grendel in Creatures 2, 3, and Docking Station, are contained to a single 40-70KB file that's designed to be shared over the internet. The games have a robust modding community, and thanks to tools like the Genetics Kit, making and sharing custom breeds and unique genomes is super easy. Since genomes and personality are contained to one file, and because custom breeds can cross-breed with each other and with any vanilla species, every Creature you hatch or find online is going to be special in some way. (If you've got the mods downloaded already anyway- but people are usually pretty upfront about that.)

Like a lot of artificial life games, it takes a lot of patience and it's definately got a heavy learning curve, especially if you get easily attached to virtual pets.
A Grendel from the Creatures series. This picture is of a Banshee Grendel, a breed with light green hair, floppy ears, white spines, a lizard-like tail, and round green scales. The games have a very strange relationship with their own Creatures- While Norn, Ettin and Grendel all have mapped DNA, genetics and biochemistry, and the game repeatedly reminds the player to care for their creatures as if they were truely alive, that same grace is only afforded to Norns and later Ettins. Grendel- a species of large, green, bipedal reptiles based after their namesake from Beowulf- are one of the major threats players and their packs of creatures will encounter, along with disease, food logistics, and the environmental dangers of Albia and the Warp. Grendel, according to the manual, are happy to beat the everloving hell out of any Norn they see, and are vectors of disease that can devestate a population.-

A photo of a Norn and a Grendel posing together. The Norn is waving to the camera, and the Grendel has it's arm around the Norn. The Norn is a brown mouse norn, a breed of norn with brown mottled fur, lopped ears, and small horns. The Grendel is a typical Creatures 1 Grendel, with a yellow moehawk, green scales, and a large tusked jaw.

-If you're a coward that believes everything the manual tells you, anyway.
In reality, Creatures 1 Grendel don't spread disease- the only difference in their AI and genetics from Norn is that they have different sprites, they're always infertile, and that they have a custom script that makes them likelier to slap other creatures- though whether this is due to their actions for kissing and slapping being swapped, or if they're just unlikely to kiss, is unclear.
Likewise, Creatures 3's manual also offers some solutions for keeping Grendel out of a habitat containing Norns, but the most common is by using a gadget system consisting of a Grendel Detector and a Sludge Gun. This device is activated by proximity to nearby Grendel, and will shoot them dead if they don't retreat.

The first tip Creatures 1 ever provides is to treat these creatures as if they were alive, but if that only applies for Norns and not Grendel, (who again are extremely similiar to Norn under the hood), then this feels disingenuous. While Creatures 3+Docking Station make breeding and raising Grendel easier and less dangerous for your Norn and Ettin population, Creatures 1 requires mods to disable the CAOS script that forces Grendel to be more aggressive. For anyone interested in learning more about Grendel training, Discover Albia has a fantastic article about it, and includes links to COBs that make raising them easier: discoveralbia.com

An Ettin from the Creatures series. This picture is of a typical desert Ettin, with brown fur, straight white hair, red eyes, and a pale noseless face. It is inspecting a piece of nondescript machinery. Unfortunately, since Creatures is an older game, finding documentation that isn't hidden away on a long dead website is a pain in the ass. Given that the game emulates your Creature's biochemistry, it's probably best to play with the wiki open in the background, that way you don't accidentally fire your Norn off into space through the airlock, or inject them with 200CCs of a chemical that's sole purpose is to unravel ATP.

Docking Station is, likewise, sort of a mixed bag. It was a free expansion/demo for Creatures 3 that introduces online features to the typical Creatures experience. It's official servers went offline years ago, and since the game is always-online and requires an account/internet connection, it isn't playable without mods. But, thanks to dedicated fans, fanservers and 'offline mode' patches, the game is still playable, and Creatures 3 + Docking Station is one of the more popular games with long time fans. For more information on getting Docking Station to work on modern PCs, click here.

If the performance issues and 90's a-life jank hasn't turned you away and you're still interested, all of the games have been re-released on Steam and GoG! I'd personally recommend starting with Creatures 1- it's vibes are immaculate if you like early CGI and pre-rendered backgrounds and is a good starting place for someone new to the series- but my favorite is Creatures 3 and Docking Station, which I'd recommend if you're looking for a more streamlined experience and more quality of life features. I also included some links to some fansites below, if you're ever interested in giving alien-rearing a shot!


hatchery

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The cursor sprite for Creatures 1. It resembles a beige-skinned human hand.

article added 04/05/2025

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tip of the day - sources and links

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  • The first Norn ever born was named Ron! He was made to demonstrate the original prototype of Creatures, and the Ron Norn breed is theorized to be descended from him.

  • Albia was originally a physical model designed by Mark Rafter and built by Complete Fabrications! It was photographed and digitized, and while much of the original diorama is now gone, it survives as the background for Creatures 1!

All other Renders sourced from the Creatures Wiki:

An entry goes here.

Shrines


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Sources

articles.lnk

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Miitopia
05/02/2025


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Dwarf Fortress
04/10/2025


Spore
04/06/2025


Black and White
A player icon from Black And White, and the generic symbol for good aligned gods. It is of a white outlined face with three lines on it's head representing hair. 04/06/2025 A player icon from Black And White, and the generic symbol for evil aligned gods. It is of a dragon with a forked tongue and sharp spines.


The cursor sprite for Creatures 1. It resembles a beige-skinned human hand.

Creatures
04/05/2025


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C:\bonezone\navigation.BAT

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c. typefourty: 2023 -> heat death