
Screenshots

Watch trailer on Steam ↗Metaverse: Origins
Penumbra.tech · Published by Penumbra.tech · Official site ↗
Content notice: Characters can be naked.
4 user reviews — 50% positive (4 reviews)
Last updated 27 Sept 2026
Early development open world sandbox survival game with a focus on detail and granularity.
£7.19
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Adventure, Indie, Simulation, Strategy, Early Access · 2021 · More £5 - £15 games
Embark on a detailed and granular journey in Metaverse: Origins, an early access adventure simulation that challenges you to survive by making precise decisions.
About this game
NOTE: This is PRE ALPHA, as in it's not a fully built game yet. Not even in alpha yet, much less a beta. I'm only launching it because I have had friends and family ask to contribute and the best way I could think of is to just do early release here on Steam.
If you do the discord, do it here:
If you want to get in on a game where you can literally say, "hey dev, try this," and watch a game get built, then this is for you.
If you're looking to just buy a game and play, I don't recommend buying this one, yet.
We're aiming to create a more granular, metaverse style gameplay in the sandbox open world survival genre.
It's being built to be multiplayer but is currently still in world development phase.
The goal is to create a game that is so detailed in the resource gathering and crafting mechanics that it would be impossible for one person to get very far alone and instead we're building a system where you can create multiple characters and train them in various crafting skill trees and then send them to do grindy tasks (like farming or wood cutting) as AIs so you can direct the overall growth of your civilization rather than spend 5000 hours digging dirt to build your castle.
This mechanic along with multiplayer functions will let you focus on the bigger picture while also still having a deep appreciation for every single step taken to get there.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i7 9th gen or better
- Memory: 8 GB RAM
- Graphics: Nvidia 20 series or better
- Storage: 5 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i7 10th gen or better
- Memory: 16 GB RAM
- Graphics: Nvidia 2000 series or better
- Storage: 8 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Base Building and More
Building System Overhaul + Critical Save/Load Fix May 21, 2026 Big update. The building system is now fully featured, the bug that made packaged builds regenerate terrain with the wrong seed on load is gone, and the periodic 2-second hitching is gone. Highest-impact patch since the survivor system landed. New Features Full Snap-Together Building System Five piece types all snap together intelligently: floor, wall, half-wall, roof tile, roof peak Q/E rotation cycles through the four cardinal snap edges of any target piece Mouse wheel in-place flip — 90° per click for floors (4 orientations), 180° per click for walls/roofs (2 orientations). Rotates around the piece's center so position stays put while orientation mirrors. Use for triangular walls, asymmetric pieces, or just picking which side faces inward. Smart per-piece snap behavior: Floors tile edge-to-edge, extend end-to-end, and overhang on wall edges Walls stack above, below, side-to-side, and extend end-to-end along their long axis Half-walls stack via cube-edge math: two half-walls = one full wall height with no gap. Mix-and-match half + full walls works automatically. Roofs rest on top of floor/wall with the eave-edge sitting on the wall; tile end-to-end up or down the slope with 45° rise = run; tile side-to-side on the same slope plane Roof peaks follow the same rules as roof tiles Cursor-driven direction — point at the side of a wall where you want a roof, hover the floor edge you want a wall on, etc. Less fiddly than fixed snap-point cycling. New Recipes Stick Floor Stick Wall Stick Roof Stick Roof Peak Stick Wall (Half) Survivor Campfire (placed near recruited survivors) Critical Bug Fixes Saved Worlds Now Load Correctly in Packaged Builds The painful one: saving a world and reloading it in the packaged game would regenerate terrain with a different seed. Players would respawn standing on their flattened build area at sea level with the rest of the world towering 100m above them. Root cause was diagnosed...Read full article on Community Announcements (archaismic)Patch NotesOfficial
Title: Wolves, Smarter Survivors & Death Improvements
Patch Notes Content: New Creature: Wolves Wolves now roam the wilderness as predators with full AI behavior and combat abilities. Available in three variants: standard grey, arctic white, and dark. Survivor Command Improvements - Set Home: Right-click your survivors to assign their current location as home - Inventory Exchange: Access survivor inventories directly from the context menu - Auto-Return Home: Survivors now automatically return to their assigned home after completing work tasks - Smart Foraging: Survivors assigned to forage will now actively seek out and collect nearby items instead of wandering aimlessly Death & Combat - Characters now properly ragdoll when killed (no more frozen falling poses) - Dead survivors can be looted via the Inventory button (all other commands are disabled) - Carcass system added for creature death handling Quality of Life - Survivor context menu now shows "(Dead)" indicator when viewing deceased survivors - Improved AI controller handling for recruited survivors --- Build: 6db2cab Date: March 1, 2026Read full article on Community Announcements (archaismic)Patch NotesOfficial
MO57 Patch v0.3.0 - February 26, 2026 "The Butcher's Update"
🦌 Carcass Butchering System (NEW) - Creature carcasses now spawn when creatures die, preserving their ragdoll pose - Progressive butchering - harvest meat, hide, bones, organs individually - Decay system - Fresh → Rotting → Skeletal stages affect available parts - Progress bar UI with control lockout (Tab/Escape to cancel) - Tool requirements per body part (knife, cleaver, containers for liquids) ⛏️ Resource Harvesting Improvements - Rock harvesting - Boulders now yield stone, flint, and other minerals - All harvestable resources now interactable (not just "KeepOnHarvest" items) - Tool requirements added to resource node definitions - Fixed mesh variation selection - PCG spawners now correctly randomize meshes per instance ⚔️ Combat Fixes - Fixed hit detection - Damage now properly applies to creatures - Fixed combat damage calculation - Wounds correctly reduce HP 🗂️ Data & Tools - JSON data exports for items, recipes, resources, weapons - Tool capabilities schema - Items now define what tools they provide - PCG Resource Spawner dropdown - Select resources from DataTable instead of typing IDs 🐛 Bug Fixes - Fixed harvest system tag parsing breaking recipe lookups - Fixed ISM target detection missing Harvestable/MOResource tags - Fixed header include structure for cleaner compilation --- The deer are still not recruitable. Management remains firm on this policy.Read full article on Community Announcements (archaismic)Patch NotesOfficial
Survivor AI & Task Assignment Update - February 24, 2026
New Features Survivor Command System - Right-click recruited survivors to open a command menu - Follow Me: Survivor follows you at a configurable distance - Stay Here: Survivor holds position at their current location - Go Home: Survivor returns to their assigned home (requires home assignment) - Assign Tasks: Opens the full task assignment panel Survivor Task Assignment - Assign work tasks to survivors via a new task menu (similar to crafting menu) - Available tasks: - Gather Wood - Survivors find nearby trees and collect sticks - Gather Stone - Survivors collect stone resources - Gather Fiber - Survivors collect plant fiber - Forage Nearby - Survivors pick up ground items (flowers, branches, etc.) - Dig for Supplies - Survivors dig for random resources based on skill - Tasks queue up and execute automatically - Configurable search radius per task type (up to 50 meters) - Survivors earn skill XP for completed tasks Job Queue System - Survivors maintain their own job queue (like the crafting queue) - Queue multiple tasks with repeat counts - Cancel jobs from the task menu - Jobs persist and replicate in multiplayer --- Improvements - Assigned tasks now properly override Follow/Stay commands - Survivors use DataTable-configured search distances instead of hardcoded values - Added logging for job execution debugging --- Technical - New DT_SurvivorJobs DataTable for configuring task types - Centralized job settings via Project Settings > MO Survivor Job Database - Full network replication support for survivor job queuesRead full article on Community Announcements (archaismic)Patch NotesOfficial
Inventory QoL, Loading Screen Polish & World Spawns
Patch Notes: Inventory Improvements - Right-click items in the Nearby panel to access context menu actions - Split Stack now works on world items - takes half into your inventory, leaves the rest on the ground - View item details for world items without picking them up first - Nearby panel automatically refreshes after splitting stacks Loading Screen Polish - Loading screen now appears immediately when starting or loading a game - No more staring at a frozen menu while the world loads - Brief delay ensures you can actually read the loading screen World & Environment - Flowers now spawn in natural-looking clusters instead of single scattered plants - Added flint nodules to ground spawns - gather these for primitive tool crafting - Added branches to ground spawns - useful for fuel and early crafting Bug Fixes - Fixed context menu actions sometimes failing on world items - Fixed vegetation popping in/out at incorrect distancesRead full article on Community Announcements (archaismic)






