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Watch trailer on Steam ↗UMeFate
AntyVersum · Published by AntyVersum · Official site ↗
Content notice: UMeFate is life simulation game and may reflect in game certain aspects of real life. Certain mods may affect level and type of mature content that is in the game.
Last updated 28 Sept 2026
Life sim community been long waiting for a game, where their input can influence their imaginary and dream world of life simulation. This may be as basics as house building, but going as complex like family and friends relations. Here game emphases on modding (i.e. lua) and performance.
Action, Adventure, Indie, RPG, Simulation, Casual · More free games
Embark on an adventure where building houses and nurturing relationships are just the start. UMeFate offers deep modding options with Lua scripting, letting you customize every aspect of this unique life simulation experience.
About this game
Pre-Alpha Tech Demo Release V0.0.9
Dear UMes 🤗
We are extremely excited, to finally announce the release of the next UMeFate pre-alpha tech demo, version 0.0.9! 🥳
Also, if you haven’t already, please add UMeFate to your wishlist, to support its development. UMes will really appreciate it! 🤗
It has been a heck of a long year ride since October 2024, where the previous and one of the first proof of concept tech demos was released. On the one hand, tons have changed since. But on the other hand, this version is still a lot to be desired. It is technically very barebone at the moment and infested with various bugs. However, we are happy with the general direction of UMeFate and the reached milestones according to the roadmap, even if far from ideal. More about changes is highlighted further in the reading.
One of UMeFate target philosophy, is to keep pushing updates to the community and not to be discouraged by the unfinished game. Too many titles have been worked on for years, before they even get the chance to see the daylight. If not canceled beforehand. That is especially true for life sim games, which are one of the most complex game types to make. Various well known games (i.e. Minecraft) followed that philosophy, releasing updates regularly since early alpha. So to avoid the bad fate of UMeFate (pun intended), providing continuous updates is part of the future UMeFate core goals. While the last update was nearly a year ago, next updates are planned to be more frequent. This is hopefully possible, due to the critical underlining design changes over the period of 2024 / 2025.
Also, for the last 2 months, UMes have been mainly focused on polishing and fixing what has already been implemented. No new major features have been added since, to ensure cleaning up this tech demo for release. It took longer than anticipated to get to this point, also considering a bit of free summer period under the sunshine 😎. But the stability of the core features is the key here, even if not bug free in overall. This will be an ongoing constant wrestle for upcoming months and years of UMeFate development.
About the Game
This is Pre-Alpha Tech Demo version. All currently presented features are subject to change.
UMeFate is a long term planned life simulation game, which combines performance, a sizable world without rabbit holes, modding and welcomes community to bring their touch into the project, that everyone will be able to play.
The life sim community has been waiting a long time for a game, where their input can influence their imaginary and dream world of life simulation. This may be as basic as house building. But also going as complex as family and friends relations. The game period is not fixed, and could be anything from stone age to futuristic times, depending on the imagination and input from players.
Goals For Future Core Gameplay
In the core UMeFate is still a life sim. But UMeFate wants to step away a bit from the conventional life sim design and wants to bring something hopefully fresh to the table.
UMeFate is not meant to be a nice and cozy world. We want to go back a bit, when life sim was a challenge. There are plenty of dolly houses and dressing games. While UMes would love these features too, these are not the main focus of the core gameplay.
Critical aspects of the living world will be other UMes. Like 100s of them. As a player, you will be able to play as a single character. And perhaps decide to be part of the family and the society. That may feel small and insignificant in the scale of the living village, or town around you. The surrounding world will be constantly changing. Every character will be able to influence, or be influenced by others. Effectively, leading potentially to the effect of the butterfly. Gaining influence in the community can allow you, to affect others in a more significant way. Further it can be imagined, what that may lead to.
As baby born, every new UMe will be with almost no knowledge of the world. The way to learn about others, new places, new relations, new skills, etc, will be by exploring, working, training, talking with others, observing surroundings, or even listening to others gossip.
UMes psychology will play a significant part in the evolution of the communities. What is good and what is evil is only a perception, depending from the standing point. Imagine what if you could influence what is good, or what is bad?
Timeline And Vision
Our UMes have strong faith and vision for this project for years to come, inspired by many game titles. Which are well played even after years and decades; still are providing updates. Therefore, UMeFate timeline is indefinite, as long as it is feasible to continue this form of endeavor. UMes believe that we can build a game, which can be played for many years. And we can make it even stronger together with the community.
We stay away from any aggressive form of monetization.
We also know, it is possible for games to thrive successfully for years without abusive DLCs. And we do aim for this route too. But we don't want to lock out potential possibilities, if DLC for example means a solid expansion pack, which can extend playability for our players.
Performance
Performance is one of the key aspects, which in our opinion have not been really well addressed in life sim genre. While UMeFate aims to have anything between 100 and 1000 actively living inhabitants in the playable region, the design also aims to provide stable 60FPS. This will be a huge endeavor, as life sim games are quite demanding. Checking relations, events, surroundings, etc. But UMeFate has the fate and the technology, that it can be done with enough push and commitment.
Modding Lua
There are many ways to approach modding. We decided at least at this point, to not go the route of C# modding, as typically many moddable games does. The reason for that is, UMeFate needs to maintain a highly performant and stable core engine and choices of the technology could make it potentially difficult. This way, it is possible to reduce certain design challenges, such when influential mods significantly slow down the game.
Saying all that, UMeFate wants to provide an API to Lua part of the game, where players will be able to change game behaviour much more freely and easier. For example changing AI behaviour, goods consumption mechanics etc.
Lua is also well known in the wide range of the game community. It doesn't require extensive knowledge of the code compilation, which potentially extends reach out to modders.
Modding Assets
What is a life sim game without extra flowers, or beds. So yes, UMeFate will eventually provide means to allow uploading own models and textures. As of the current state, we experiment with open model data format *.GLB, which is binary form of *.GLTF
*.GLB is good alternative for .FBX, which otherwise limits its usage in certain applications.
Textures will be also possible to mod in the near future.
Animation is also one of the considerations in the future. But that is not the priority atm.
Frequent Updates
We do believe, that to lead to successfully and promising game, development requires constant feedback loop. Specially when something changes and breaks. We do not want to spend 3-6 years of development and wait for the first release, just to find out that something doesn't work. And maybe it will be too late to fix it, while disappointing our beloved followers. Therefore, we aim to push frequent updates of incremental versions. We know that philosophy works for many successful game titles.
Open Pre-Alpha Tech Demo Testing
On 22 September of 2024, UMeFate entered its first opened pre-alpha experimental tech demo testing for brave ones. We continue this with latest Tech Demo release. Be warned, we are still aware about a number of issues, bugs and inconveniences still. But it is critical for UMeFate to know the constructive feedback from our followers, specially where performance is a key.
Since UMeFate is very early in the development, at this point UMeFate is purely in an experimental tech demo stage and there are many gameplay wise features missing from the primary goals. So please do not expect much for now, if you are willing to give it a shot. But we do appreciate it, if anyone is willing to give it a spin. Again, any constructive feedback is more than welcome.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10, Windows 11
- Processor: I5 9th Gen / AMD Ryzen 5 36xx
- Memory: 4 GB RAM
- Graphics: GeForce 1070
- DirectX: Version 12
- Storage: 1 GB available space
- Additional Notes: Tech demo requirements. May change anytime.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10, Windows 11
- Processor: I7 11th Gen / AMD Ryzen 7 58xx
- Memory: 8 GB RAM
- Graphics: GeForce 2070
- DirectX: Version 12
- Storage: 1 GB available space
- Additional Notes: Tech demo requirements. May change anytime.
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
🤖🧠🛠️UMeFate Pre-Alpha: Implementing autonomy and modding systems
Hello everyone🤗I want to share that our busy UMes continues working on autonomy. In today’s video I discuss the progress on the autonomy mechanics (classic AI), core basics of implemented needs system, modding side of things and covering a bit of the technical aspects. 🏗️ Autonomy As Classic AI I have already mentioned about an autonomy as a classic AI in the earlier blog post and the video. But I would like to highlight this topic again, as I think it is important for UMeFate development in the context of the emergent life sim. Related blog posts and vid:🧠🕸️UMeFate Pre-Alpha: Implementing autonomy system (classic AI)👁️🥅UMeFate AI Observable Prototype (technical) #59There are many ways of developing an autonomy behaviour in games. Different solutions and goals fit different purposes. There is no one best way of doing things. However, UMeFate approaches an autonomy in a classic way, and how AI was made in various games for decades. Including now decades old various colony and life sim games. It is proven to function well. And with the hardware advancement, while still allowing to play on mid range PCs, the possibilities are even greater, where emergent life sim can really shine. The classic AI approach is quite different in the comparison to the generative AI. Often being confused what AI is. Generative AI often requires higher end PC specs. From my experience, in the context of life sim, gen AI is limited to how many world inhabitants can take advantage at the same time of that tech and resulting autonomy reasoning, it is not really that engaging in the long run. At least so far. But I also don’t think gen AI tech will advance that much further for the next years, to be suitable and viable for life sim development games. Plus now increasing hardware costs.I am in an opinion that existing hardware (multithreading) and the technology, is fully capable of running open world with 100s of actively living inhabitants and an autonomous immersive simulation, where the playe...Read full article on Community Announcements (Antypodish)Patch NotesOfficial
Update v0.0.10.462
Update v0.0.10.462 Pre-Alpha Tech Demo (Join playtesting)10 June 2026I want to say many thx to the community, for the deep feedback and bugs hunting.New FeaturesVery crude basics Lua console. Open with CTRL + backward quotation (Keyboard key marked as ` or ~).WSAD camera panning, when in free camera (or constrained by FOW) mode.Basics of observable mechanics for an autonomy. Debug mode CTRL + F8.Simple basics input scroll bar scrolling, using player input. I.e. mouse scroll wheel. ChangedLua cleanup.Improve objects selection.Open directories buttons tooltip / descriptions.FixesPrevent locking land plots, if object, or product editing is enabled and landplot zone constraint is not enabled.Rendering placing objects gizmos by multiple players.Known issuesStrongly advised to save often, when editing map / constructs. Switching to main menu in zoom out camera mode, may cause player pointer to stuck. Try zoom in and zoom out, to unlock.(persistent issues from the previous version 0.0.10.462)Pointer mode sometimes stuck in a Free Mode / 1st Person Mode. Need to zoom in / out camera to unlock.Z-Fighting transparent door with door. lashing and z-fighting when doors are viewed through.Possible problem with new UMeFate installation override, when older installation was already present.Player can fall of the map. Creating and painting terrain (heights) chunks via map editor, may lead to mismatch heights at edges. Need to use smoothing brush, to improve the mismatch.Road placing is generally buggy.Landplots editing is generally buggy.Landplots generation can be buggy and may be temperamental.Changing land plots (i.e. via changing layout of roads) can break references to constructions. For now, do not change land plots, if construction is standing on it.Key bindings can not be set.F2 opening bindings may not work, when main menu UI is already open.The map editor uses different camera controls than the base game, which is jarring and confusing.If you position the camera near the e...Read full article on Community Announcements (Antypodish)AnnouncementsOfficial
🧠🕸️UMeFate Pre-Alpha: Implementing autonomy system (classic AI)
Hello again🤗 Today our UMes for the first time, wants to show you the bare bones of the upcoming autonomy system and how that looks like from the kitchen perspective. This stage of development was highly anticipated for the past two years. So I can say, UMeFate is reaching another milestone. 🏗️Autonomy As Classic AI In UMeFate context, an autonomy term may be used in an exchange with a classic AI, to differentiate from the generative AI. UMeFate autonomy is about giving life to all UMes, which will make UMe world a living one. UMes will have needs and desires that they will be aiming to achieve. Needs may be as simple as food, sleep, or having relations. While desires may lead to building up a family. And all that being as part of Lua modding. The current system in development is about observable reactive systems and events. It is just part of more complex autonomy mechanics, that yet need to be developed. Previous Autonomy Video In February of 2026 (correction from stated April in the vid above), I have recorded the first video about prototyping the early stage of an autonomy system, focused on observable mechanics. BlogIn both videos I explain about the concept of observable mechanics as part of an autonomy. In short, the goal is, allowing UMe townies to interact with the world. For an example, UMes being influenced by objects like trees, or other UMes.Possible InteractionsThe core of interactions is down to the very simple rule. When something is in the range, allow for an interaction. This interaction can be expanded up to the type of an interaction, whether to emit, or receive it, or how often.Interaction types and their conditions are defined via modding.Then (a phase that is currently in development), when an event is received, this should allow Lua and modding side, to pick it up and do something with that event.In the video, I have picked 3 test subject type of interactions, named, “tree”, “forest”, “socialising”.Tree mod objects use “tree” and “forest” typ...Read full article on Community Announcements (Antypodish)Patch NotesOfficial
Update v0.0.10.451
Update v0.0.10.451 Pre-Alpha Tech Demo23 May 2026I want to say many thx to the community, for the deep feedback and bugs hunting. Also thank you for chasing and reporting various internal and UI spelling errors and issues.New FeaturesModels normals and metalic materials support. Test on Trees and teddy bear.Saving / loading constructs, maps, objects, from Windows OS Documents.Internal game save compatibility version check. Testing.Add UI right click icon for an information to the welcome screen.UI open maps directory button.Sky dome. ChangedComplete UI refactor.Restore new cloud systems.Restore sun flair.Changes to skybox.Various rendering visuals.Information canvas UMeFate version text. (Restore).Terrain grass color to be greener.Internal objects material.RemovedReplacing and removing some old assets and reliance on 3rd party assets.Old code and field names.FixesMap editor switching and player controls.Map editor UI construct elevation not locking layer.Map editor UI wall thickness button throwing error.Map editor road unnecessary hiding layer grid.Open windows custom mods directory path (user documents).Open windows mods / blueprints directory mismatch.Reset UI states in map editor: Inhibit camera motion.Reset UI states in map editor: Object tools placing options reset.Ribbon UI states, depending on switching game mode.Pointer lock state and camera, when switching main menu, map editor modes. Spell check corrections.World editor spawning main menu lobby props (should not spawn). Remove underground objects.Partial saving / load map from an editor. TODO: Load again not working correctly in map editor.Code and UI major spelling corrections.Code major naming corrections.Return to lobby and terrain painting brush enabled, when terrain was baking, during map reload.Resolve broken special key function from Lua to Engine.O key zooming out, when UI is open. Change Y key to R key to open context menu.Z-Fighting road with transparent objects like door and player indicator ci...Read full article on Community Announcements (Antypodish)Patch NotesOfficial
[v0.0.10.381] Major update changelog (closed testing on Discord)
New FeaturesNew custom map with roads and trees.New 3D models.Objects can have custom mesh collider.Basics objects interactions, when pointer hovers over.Placing objects can use brush (multi objects placing).Placing objects can be constrained, or not by landplots.Models now accept textures. UI is mostly designed via Lua and can be modded.UI icons are moddable.UI radial progress bar, to accept certain type of actions.UI scaling.UI Incomplete language (localisation) support.Esc now opens UI main menu. Automatic floor building, when creating walls.Auto foundation building (when enabled).Camera in 1st and 3rd person now is constrained by obstacles.Water.Sounds of wind, birds, water, underwater, snow steps, UI buttons.Water nearby detection for sounds.Maps, constructs (blueprints), mod objects should now be able to read from user documents directory, under Documents/AntyVersum/UMeFate. Still under the testing phase.FOW region expansion behaviour. Lobby players count selection with immediate players spawn.Lobby UMes NPC count to spawn. Eyes blinking.More Lua - Engine integration.Lua mods blacklist and white list.Some other features, which I may have forgot about. ChangedComplete UI refactor.Main menu lobby replacement, to be more interactive. Now is constructed using building tools.UI menu display change, how constructions (blueprints), saved maps and objects are presented.UI main menu lobby credits, links.Improving beginning new fate and returning to main menu flow.Update feedback system. Modding restructuring.Reorganising modding structure inside folders. Changed rendering framework.Day-Time cycle for now is paused (temporarily).Fixed placing objects outside constructs, on landplots.Automatic textures of the terrain (depending on altitude), door, walls, FOW.Range of internal code changes.RemovedReplacing and removing some old assets and reliance on 3rd party assets.FixesPlacing objects various fixes.Building mode various fixes.Camera motion.Split-screen player selection...Read full article on Community Announcements (Antypodish)






