Living colonists
Shift-based daily routines on a global clock — work, sleep, eat, commute, relax. Track one and you can follow their whole day.

Forged Flow — In development
A colony sim where everything revolves around the colonists.
A living alien world, simulated to the individual. Your dropship and ten sleeper freighters were pulled through a one-way wormhole — the fleet is all you have. Build the bones of a colony, found districts, and learn to live on a planet that was alive first.
The pitch
RED SOL treats them as the simulation.
Every colonist has one of twelve personality archetypes, a wealth tier, a job on a ten-rung ladder, and a personal shift — day, evening or night — so the colony is awake and working around the clock. They sleep, eat, commute and take their leisure where it suits them; they age, couple up, and eventually retire. New colonists come from exactly two places: the colony's Foundry, which grows them from its own resources, and the ten sleeper freighters in orbit, woken one shuttle mission at a time. There is no immigration.
What they want — across ten categories from nourishment and connection to culture, nature and faith — is what pulls the economy forward. Wants create demand; demand opens businesses; businesses need resources you mine, refine, manufacture or import. As colonists grow wealthier they aspire to higher-tier experiences that are hungrier for power and materials, and the whole colony has to climb to meet them.
You place the civic backbone directly: power, life support, clinics, schools. Everything else you found as districts — give an area a character, and the colony fills it to demand, resource availability and profit: several coffee shops, competing gyms, the occasional business that fails and closes. It grows with you rather than only because of you.
The planet itself is generated from a seed and different every game: nine biomes, herds and flocks, megafauna, rivers, lakes, weather and wind. It was alive before you arrived, and it stays that way.
Comparables
Design pillars
Every system was designed and proven in a working prototype before it was written into the engine.
Shift-based daily routines on a global clock — work, sleep, eat, commute, relax. Track one and you can follow their whole day.
Colonists enter as workforce-ready adults, age by the sol, couple up into shared households, and retire as seniors. Each works a personal shift — a day crew, an evening crew and a night crew keep the colony running around the clock.
Twelve archetypes — Homebody, Socialite, Thrill-seeker, Scholar, Gourmand — weight each colonist's wants across ten categories. Happiness is how well their wants are met, not a global average.
Wages circulate in a closed credit economy; money is only created or destroyed at the off-world boundary. Every business runs its own P&L, prices float with scarcity — a stalled chain is felt at the market first — and rising colonist wealth demands higher-tier, hungrier goods. That's the flywheel.
Nine exotic biomes generated from a seed. Herds and flocks that flee your machines, megafauna you'd rather not disturb, rivers, weather, wind and a full day/night cycle.
ONI-deep resource chains moved over real networks — pipe and conveyor mains, hauler drones, maglev lines and a working spaceport. Distance is a cost; transport is the answer.
Per-building hourly load profiles, solar and baseload generation, battery storage, and brownout load-shedding by priority — life support first, discretionary last.
You place civic buildings and found districts with a character. The colony fills them to demand and profit, with real variance. Businesses that can't make it work shut down.
Spaceflight burns colony output — fuel, crew, materials — and pays back in things the ground can't give you: captured asteroids, orbital industry, megastructures. There is deliberately no terraforming. The wormhole that brought you here is still out there.
Media
Captured from the current build — full 3D, day/night lighting, procedural terrain.







By the numbers
Every one generated from the same data tables the simulation runs on, with imagery rendered by an automated photo booth. When a row is added to the game, the encyclopedia — and every system that consumes that category — picks it up automatically.
Under the hood
Simulation depth is only worth anything if it scales, so the architecture was settled before the systems were built.
Agent level-of-detail. Only colonists on screen or actively tracked run at full fidelity. Everyone else advances through scheduled events and cheap per-sol rolls — travel becomes a duration rather than a walk. Fauna use the same trick: the herd is the agent, never the animal.
A 2.5D world. The sim runs on a 2D grid; terrain height is a render and cost attribute, never a third simulation dimension. The planet is deterministic from its seed — generate on demand, simulate locally, render what's near, with chunks streaming around the camera.
Data-driven content. Resources, crops, meals, buildings, vehicles, fauna, personalities and research all live in data tables keyed by id and tagged by tier. Code loops over categories and never references a specific entry — new content is a new row, not a code change, which makes the game mod-friendly by default. Referential integrity is validated on every boot.
Tested like software. Automated probes exercise the spaceport, rail freight and terminal systems on every round; a standing model audit checks all 300+ art assets; the in-game encyclopedia's imagery is generated by an automated photo booth.
At a glance
Development
Built in vertical slices — one system fully working and visible before the next one starts.
Colonists, life stages, wants and happiness; the closed economy with per-business P&L; districts; the research tree; the real-time power grid; health, weather and disasters. All eleven planned slices, landed and playable.
The renderer was rebuilt in full 3D with day/night lighting, then the world went procedural — seeded 1000×1000 terrain, nine biomes, lakes and rivers, streamed chunks, slope-aware foundations.
Native fauna and megafauna, threats and defence, maglev transit, the spaceport and its fleet, survey and fog-of-war, the in-game encyclopedia — refined through 250+ verified playtest-and-fix rounds and counting.
Economy balancing across the full arc, polish, and packaging toward a build that can be put in front of players and partners.
The studio
Forged Flow is an independent Australian game developer. RED SOL is its first title — a long-form simulation project built deliberately, in vertical slices, with each system designed and specified before it's written into the engine.
The result is a project unusually far along for a studio its size: the full design is documented across a canonical spec set, every major system is implemented and playable, and development runs on a disciplined loop of playtest rounds, automated probes and per-round verification — more than 250 rounds deep.
Fact sheet
Contact
Open to conversations with publishers, and happy to send a longer design document, a build walkthrough, or answer anything about the simulation architecture.