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World Master

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World Master screenshot 1
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World Master

Mark Kind · Published by Mark Kind

Content notice: Player characters can purchase, produce, and consume drugs and alcohol, or witness non-player characters doing the same. Depictions of fantasy violence, dead bodies, and blood.

Last updated 28 Sept 2026

A RPG sandbox with huge procedural fantasy worlds. The World Master will generate unique lands for you to inhabit, explore, save, or destroy. Build your character from nothing, gain skills by using them, and affect the world by acting on dynamic objects in a vast sim.

Free to PlayComing SoonDJCTQ 14

Free

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RPG · More free games

About this game

The World Master is your simulated tabletop game master. They will build you a unique world, play as long as you like, will never tire of your antics, and will let you pursue any challenge you wish to take on. However, the World Master will not shelter you from the consequences of your actions or ill-preparedness.

The first step of generation produces random tectonic plates. From that moment forward the system is deterministic. Mountains form along faults, sunlight increases temperature, pressure drives the wind, rain flows into rivers and lakes and out to the oceans. Not dice rolls, physical laws. 

Manage your resources wisely. Food, water, sleep, and equipment. It's relatively safe within a days walk of town, but out in the wilds, fresh water is scarce, food spoils quickly, and torches only keep small creatures at bay.

Humans settle across the world, but they aren't the only living creatures shaped by it. Monsters lurk wherever spears and armor don't reach, and sometimes even where it does. 

These fantasy worlds are filled with monsters, and when you run into them, you will resolve your differences in turn based tactical combat. Spend your initiative to move and attack, but be careful, you need it to defend yourself as well.


Skills grow as you use them. Any time you use a skill to do something difficult, you gain experience points for the relevant skills and attributes. Adjacent skills are revealed, but nothing is stopping you from training skills you can't see on the web yet.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows
  • Memory: 8 GB RAM
  • Storage: 2 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Devlog 1 - Preparing for Playtest

    I always wanted to be a solo developer, but I didn’t think I’d be thrust into it so suddenly. It’s been three months now. After a brief flirtation with a smaller game on itch, I returned to World Master. I’ve managed to get a steam page online. It was remarkably straightforward, but still a lot of work. Now the goal is to get the game into a playable state so I can do playtests. World Master is currently a collection of tenuously connected elements that will make up the game. World generation works beautifully and the player is then placed on the region map. However, region generation is still incomplete. The player can move their character around the sparsely populated region map, but not much else without debug controls. The local maps and combat encounters are functional, but there is no encounter table on the region map to connect the player to them, so they are basically debug gyms cordoned off on their own for now. Making those connections is what I am working on at the moment. Since the store page went live I’ve been fleshing out region generation and working on map streaming so the player can explore freely without hitting loading screens or needing to go to the world map and select the next region. Until last week that was the only way to get around. The world map is 400 x 200 tiles, and each tile represents a region. The region map is where the player moves across the game world. Each region is 100 x 100, and each tile represents a 1km square. So, the game world is 40,000km around, 8km short of the Earth's circumference. The player is free to explore as long as their resources will allow. When the player crosses a region boundary the game needs to invisibly prepare the regions that they are approaching and drop the regions they are walking away from. First we check if the regions exist on disk. If they do, we can load it. If they don’t we need to generate them from scratch using the world and nearby region data. The tricky part is that regions are generate...
    Read full article on Community Announcements (Mr. Kind)

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