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Archean

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Archean

batcholi, FloDKSM · Published by batcholi, FloDKSM · Official site ↗

Very Positive — 88% positive (252 reviews)

Last updated 28 Sept 2026

Gather resources, craft components, build vehicles, and code their logic in a physics-driven engineering sandbox and full scale space sim.

Early AccessDJCTQ 14Co-opSteam Workshop

£16.99

Lowest price we've ever recorded

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Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £16.99 · Highest: £16.998 Oct 2026

Indie, Simulation, Early Access · 2024 · More £15 - £30 games

Embark on a unique journey where you gather resources, craft components, and bring your creations to life as vehicles in Archean. Dive into an early access simulation that blends crafting with coding in a physics-driven space exploration experience.

About this game

Archean is a deeply immersive Engineering Sandbox.

Begin your journey on primordial Earth, over 3 billion years ago, in the Archean eon—a time when the world was raw, untamed, and full of potential.

Craft, experiment, and engineer your own creations—solo or with friends—in a sandbox that doesn't hold your hand. Every system is simulated, every challenge earned.

And when you're ready to go beyond?
This is also a full-scale space sim, with realistic physics and orbital mechanics.

Current Features

  • Engineering / build sandbox

  • Resource gathering and crafting

  • Solo or Multiplayer with dedicated servers

  • Open World with full size Earth and Moon

  • Space Sim with orbital mechanics

  • Aerodynamics and Buoyancy simulation

  • In-game coding with the XenonCode language

  • Built-in Modding System

  • Workshop integration

  • Creative and Adventure modes

  • Fully ray-traced graphics

  • Pressurization system

  • Nuclear fission

Future Updates

  • Vehicle destruction and PVP

  • Survival mode

  • Full scale solar system (with all the planets and moons)

  • Weather system

  • LOTS more content

This game (and custom engine) is developed by a single programmer in a small team of two.

Immersive Engineering Sandbox

We offer a very advanced, high precision build and engineering system with small resizable blocks from 25 cm to 4 meters.

In this game, you have to connect components with actual cables/pipes for power, data and fluids.

Build in-game live in an immersive way, not in an editor.

Code your own logic in virtual computers, using pure code or a node-based visual programming system.

Make bases, rovers, trucks, planes, rockets, boats, submarines, zeppelins...

XenonCode

We have developed a new programming language designed to be easy to learn and optimal for in-game virtual computers.

The game has a built-in cooperative editor with syntax highlighting and multi-cursor support, as well as a node-based visual editor to facilitate scripting.

Adventure Mode

In this mode, you begin with nothing in your backpack. You have to gather resources and craft everything you need.

You start by hand, picking up rocks, build mining rigs, build automated machines and so on.

Some resources are underwater, some are at the highest mountain peaks.

It's up to you to build vehicles that can get there.

The ultimate goal is to reach the Moon.

Native Ray-Tracing

Our innovative renderer is fully ray-traced with a great performance.

This is not a eye-candy, it's actually a necessary feature for this game to even exist, because of its dynamic nature.

Since the content will be mostly user-created and it's set to be moddable out-of-the-box, we cannot afford any artist-driven baked lighting, and with the full scale aspects with customizable solar system, we need the sun(s) lighting to be completely dynamic based on the real-time scenario, instead of tweaking shadow maps and reflection probes manually like other games do.

The entire scene is rendered in a single ray-tracing pass with many recursive light bounces.

This allows for realistic hard shadows, perfectly reflective mirrors and physically correct refractions.

Just make sure you have an NVIDIA RTX or AMD Radeon RDNA2+ graphics card and you're good to go.

The Archean Eon

The game is set 3 billion years in the past.

The Earth is rotating faster, making for 12-hour days instead of our familiar 24.

The sun is a bit dimmer and the moon orbits a lot closer to earth and is geosynchronous.

The continents are mostly grouped together on one side and there is a super volcano.

There is also no oxygen, the atmosphere is mostly CO2, and it's quite hot on the surface.

Life is barely starting to take place on Earth.

Time

The game takes a realistic approach to time, there is no time warp and no pause.

This is because we have a focus on multiplayer and the planets are actually rotating and revolving around the sun.

Two players would not be able to interact realistically with each other if their times were to run at different rates.

Procedural Terrain Generation

The entire surface of the Earth (and the moon) is procedurally generated, at full scale, down to 1mm precision.

The world is quite empty at the moment though.

Underwater

Since the Earth's surface is mostly water, we have to handle underwater environments.

Being fully ray-traced we can simulate refraction and reflections realistically.

The game simulates buoyancy, so you can build boats and submarines.

Space Sim

The final goal of this game is to be a Full Scale Space Sim with the entire solar system.

At the moment we have the Earth and the Moon, Orbital Mechanics and Re-Entry effects based on velocity.

There is no artificial speed limit, so you can actually orbit realistically at 8 km/s.

You can also dock with your friend's ship while in orbit, if you're good.

We have great plans for this game, and we swear by our 5 commandments:

1. Thou shall obey physics

It's NOT arcade-style and we do not underestimate our players.

You must understand science or be willing to learn some physics.

The game features realistic 6-dof space physics without any artificial speed limit.

As far as we know, it's the only multiplayer space sim where you can dock with your friend's space station while in space at Full Orbital Velocity.

This game is NOT meant to be a dogfight-style space shooter because that would not be practical with realistic physics.

2. Thou shall not see "Loading..."

Seamless transitions, no loading screens, EVER!

From ground to orbit to another planet... it's all seamless.

The game also happens to "load" pretty much instantly... For reference, in our Quadcopter video, the recording started BEFORE the game's executable was launched.

3. Thou shall not hit a wall

No fake boundaries. No skyboxes. No predefined paths.

IT's a true Open World game, and it's all full scale.

If you see a mountain, it's not a texture... You can just walk there and climb it if you have the courage... But I would just build a Rover or some kind of aircraft to get there faster.

The moon that you see from the surface of Earth is the actual moon's terrain that you will land on, if you manage to build a good enough rocket, that is.

The stars you see are individually rendered points in 3D space. It's not a skybox. But let's be honest you won't ever be able to reach another star.

4. Thou shall not be Thee

Immersive, first person controls and no cutscenes.

There will NEVER be a point where the player loses control of their avatar to a cutscene or to some long animation.

This game will keep a focus on First Person Immersion.

Even though there is a 3rd person view available, it's mostly for taking screenshots, the game is not meant to be played this way.

5: Thou shall make sense

Everything has a realistic purpose based on science.

Nothing should be fake, and in-game technologies must be at least plausible with some math behind it.

This means that there is no such thing as magical artificial gravity.

There are only two ways to have gravity in your spaceship when you're in space:

  • Constant Acceleration: Players inside an accelerating ship do feel gravity realistically, and there is no artificial sublight speed limit as opposed to most (if not all) other multiplayer space sims.

  • Centrifugal Forces: Yes you can also build a rotating station and you will have realistic "gravity" sensation like you would expect.

Also, there will be no Faster Than Light space travel.

The math for a plausible Warp Drive would not allow that, but will let you multiply your acceleration quite a bit, in a way that you can travel up to 99% the speed of light.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 (64-bit)
  • Processor: quad core
  • Memory: 8 GB RAM
  • Graphics: NVIDIA RTX 20 series (GTX not supported) or AMD Radeon 6000+
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 (64-bit)
  • Processor: 8 core
  • Memory: 16 GB RAM
  • Graphics: NVIDIA RTX 30 or 40 series
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Supported Languages

English, French, Italian, German, Spanish - Spain

Latest news

  • AnnouncementsOfficial

    Welcome to Earth!

    Welcome to EarthThis update moves Archean from the Earth of the Archean eon to the Earth of today, with its continents, its atmosphere and its oil. It also brings a new Moon, two combustion engines (Turbojet and DieselGenerator) and a rebalanced Electrolyser.New Earth & MoonEarth and the Moon are now generated from real elevation and color maps, with seven biomes on Earth. The atmosphere now contains oxygen, which makes combustion engines possible. Existing worlds keep their original Earth and Moon; the new ones only appear in worlds created after this update.OilA new ore, Oil Shale, which the ChemicalFurnace turns into crude oil. It is also found on the old Earth. Crude oil burns as is in the DieselGenerator and the Turbojet; refining will come in a future update.TurbojetA 60 kN turbojet with no governor: fuel injection follows the throttle directly, and nothing protects the engine. Too much fuel at once and the compressor stalls, too little at high RPM and the flame goes out, too hot or too fast and the turbine takes damage. Crude oil slowly wears it out.DieselGeneratorA 150 kW generator that burns crude oil without wearing out. It draws oxygen from the surrounding air; in an enclosed space, its intake and exhaust can be connected to pipes.ElectrolyserThe Electrolyser has been nerfed to match real-world physics: it now requires up to 16 MW for the same water flow, so existing setups produce 1600 times less at the same power. In return, Plastic, GlassBlock and ConcreteBlock no longer require H2 or O2. Its info panel now shows power and flow rates.Other ChangesGraphics: heat haze behind thrusters, the Turbojet and any component hot enough to glowCrafting: SpotLight, Lamp and SlopeLight now need 20 LEDs instead of 100Blueprint: The Indestructible checkbox is now saved with the blueprint and restored when spawning in CreativeRouter: Added a "Recenter view" button to bring all nodes back into viewVolume: Added temperature output channelBug FixesBuild: Fixed color picke...
    Read full article on Community Announcements (FloDKSM)
  • Patch NotesOfficial

    Update 129

    Added Temperature Probe component, a contact thermometer for hull blocks and panels Computer: Added device(), device_at() and device_count() to inspect the components connected to a computer (type, alias, temperature, damage, position, size, mass) Volume/Tank: Added a Creative-only "Fill with atmosphere" button that fills with the planet's air at sea-level pressure Bugfix: aiming at a pipe in raster mode was always selecting the build's first pipe (deleting/painting targeted the wrong pipe; also fixed placing blocks on frame beams targeting the wrong beam)
    Read full article on Community Announcements (batcholi)
  • Patch NotesOfficial

    The Destruction & Aerodynamics Update

    A destruction model, a new rendering mode without ray tracing, a fully rewritten aerodynamics model and improved physics: this update changes how your crafts fly, take damage and crash.DestructionYour builds can now be damaged by impacts, heat, explosions and pressure. A high-speed crash, a nearby explosion or an over-pressurized tank now have real consequences on the integrity of your craft. This first iteration lays the foundations of the destruction system, such as ship crashes, industrial accidents or depressurization.New AerodynamicsWe rewrote the aerodynamics model from scratch, with better performance and correctness. It now fully takes into account the final shape of your craft as built: the actual final geometry of your wings and fuselage determines flight behavior. You no longer need to worry about using large flat blocks or hide aileron components inside the wings.Rasterizer (you can now play with your GTX)A new rasterization degraded rendering mode, without ray tracing, is now available. Non-RTX GPUs will automatically switch to it by default, and everyone can choose their rendering mode in the launcher. Graphics quality and performance presets have also been reworked: everyone is reset to Medium by default. Rasterization mode is only intended for non-RTX GPUs. If you have an RTX GPU, switching to rasterization will usually **not improve performance**. It will reduce visual quality and may even run slower.You might see an FPS improvement in 4K when the world is empty, but as you actually start adding things to your world, ray tracing becomes faster.Archean is designed around ray tracing and takes full advantage of its ability to efficiently render very complex, high-poly scenes. Improved PhysicsWe improved friction and collisions. Rovers placed or driven on moving platforms now behave correctly, such as a rover parked in the cargo bay of a flying ship.Full changelog:Implemented Destruction (damage from impacts, heat, explosions, pressure)Implemented Rast...
    Read full article on Community Announcements (FloDKSM)
  • Patch NotesOfficial

    Update 119

    Physics: Fixed vehicles being launched into space when parented to a resting or anchored grid
    Read full article on Community Announcements (batcholi)
  • Patch NotesOfficial

    Update 118

    Build: Fixed strut colors reverting to default after world reload Physics: Fixed erratic orbital data and gradual Pe/Ap drift in low planetary orbits DockingPort: Fixed docked entities undocking on world reload Computer/Dashboard: Fixed cursor-to-pixel conversion rounding to the nearest pixel instead of the one being aimed at UI: Alt key now tap-only for Mouse Look (hold mode disabled until window snap bug is fixed) Tooltip: Fixed concurrent tooltips merging into one Xenoncode: Added get_item_value_unit() and use it in crafter Documentation: Added full-text search with highlighted excerpts in results Documentation: Fixed content scrolling on its own when resizing the window Documentation: Fixed scroll position carrying over to the next page when navigating XenonCode: Fixed scalar matrix elements treated as matrices in arithmetic Modding: Fixed gap between loops when using looping play_sound Wheel: Fixed infinite acceleration exploit from rapidly toggling the gearbox input Creative/Admin: Restored original drone speed, now adjustable from x0.25 up to x4 with Page Up/Down Next Update: DESTRUCTION!!!
    Read full article on Community Announcements (batcholi)

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