there doesn't seem to be any executable file in the linux_64 package
A downloadable game for Windows, macOS, and Linux
Vilmonic is a living virtual world. Your goal is to bring life back from the brink of extinction.
Protect and breed unique pixel-art life forms whose pixels and color have meaning. Experiment with natural and artificial selection. Craft tools, construct buildings and change the environment. Uncover the secrets of the past as you dig up ancient tech and fend off the mindless haywire zombitons.
Don't be fooled by the SUPER CUTE look, Vilmonic is a deep and complex ARTIFICIAL LIFE SIMULATOR!
Evolving genetic code generates each creature's pixel-art body.
The shape, or morphology, of each animatroid or fungol is determined by its genes. Genes control the bending of internal bones or branches. Pixels cover the bones to create the shape of the body. The shape of the body and the number of different pixels determine the physiology of the life form.
Pixels and body shape determine biological function: hydration, nutrient use, movement, perception...
Each life form has a metabolism that processes hydration and nutrients at a rate determined by the metabo gene. The larger the life form (the more pixels in its body), the more hydration and nutrients it will need each metabolic cycle. Surface area determines how much hydration each life form evaporates. The more wrinkled the body is, the more surface area there is.
Simple graph-shaped brains create emergent behavior: fear, agression, attraction...
A simple set of rules, derived from genes, controls the behavior of each animatroid. Animatroids have external sensors (motion/scent/water) and internal sensors (hunger/stress/thirst). Animatroids' brains have attraction/repulsion relationships between these sensors. It is these relationships that determine each animatroid's behavior.
Natural selection and breeding are the only way to evolve your life forms - unless you "cheat" with genetic engineering!
Your animatroids and fungols will evolve over many generations into new species. The genetic code of each life form is passed down to its offspring during reproduction, with a chance of mutation. Evolution is a slow process. To speed things up, try crafting and drinking a lot of sugary beverages. Toxic waste can also be useful (and dangerous!) It can cause drastic mutations in offspring.
Export your creatures and share them with friends!
fig. 1 Exported Creature Cards, don't edit that genetic code!
|Platforms||Windows, macOS, Linux|
|Tags||artificial-life, Casual, evolution, genetics, nature, pet, Pixel Art, Sandbox, Virtual Pet, whimsy|
|Average session||About an hour|
|Languages||English, Spanish; Latin America, French, Russian, Chinese (Simplified), Chinese (Traditional)|
|Inputs||Keyboard, Mouse, Touchscreen|
In order to download this game you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:
Also available on
- UPDATE: Vilmonic now in SIX LANGUAGES!Jul 11, 2020
- Version 1.5: New zomb behaviors have been spotted!Jun 12, 2020
- Vilmonic Version 1.4 is OUT NOW!Mar 29, 2020
- BETA Version 1.04 Available for Testing!Feb 26, 2020
- Update 1.02 is now LIVE!Jul 03, 2019
- Minor UpdateNov 22, 2018
- Update 0.30.60 Various tweaks and bug fixesOct 18, 2018
- minor patch, build 1958Sep 15, 2018
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There is a "PlayVilmonic.desktop" launcher that you can doubleclick to start the game, and the executable is "Vilmonic.app/Vilmonic". Let me know if you have these and if they work for you.
Also, if you use Itch's client app you can launch the game from there.
Vilmonic now in SIX LANGUAGES!
Exploratyne and observil and experimoni the Vilmoniscape in an interfac for using with a multitude of six (6) languages!!
I love my simulation games and this game falls right into that. Its hard not to love what they were going for here, with evolutionary theory being used as game mechanics. You get a creature type and then evolve more different types from that. Its very open ended, so you shouldnt expect a goal here, its more an evolutionary sandbox which is fun to explore and figure out. You might end up being happy with exploring what the game does in 2 hours, but man does the rabbit hole run deep. Animals "evolve" by changing their body forms with individual pixels that are used to show how they react to their environments. Different colors means different behaviours to certain aspects, while the size (or the amount of "wrinkles" changes surface area and as such how much water they need. Figuring all of these mechanics out is a gameplay experience that not everyone will appreciate, but this gets a thumbs up from me. Only downsides are that the visual variety is a bit limited and the game could use some inspirational goals after the tutorial. For everyone loving to explore game mechanics: 4/5
More Racial Justice bundle impressions and ranking: https://itch.io/c/915453/quick-impressions-bundle-for-racial-justice
How can I know the nutrition and moisture of an area? I don't know where the best spots to put my fungols are.
As a general rule, fung spores are most likely to survive if planted on the same terrain as where they were picked. Once planted, use the binoculars to see how well adapted that fungolite is to its location.
For example, here you can see that this location has 70 nutrients available (including any fertilizer from dead life forms on this spot) and140 hydration:
While I was figuring out the controls, I put my grab tool in a chest. Am I supposed to be able to do that? Is there a way I can get it out even though I can't open the chest?
Ha! Just reload the save game and now you'll have two, one back in your toolbar, and one in the chest. It's a known issue.
Important Announcement from the Vilmonicouncil
New zomb behaviors have been spotted. Judging from this photo, it seems that zombs may be a bit more useful now..? Also, new cameras have been found among all the junk and detritus underground, including the glitchy one that took the above pic!
love the game and the concept!
STATUS: Coming soon!
Working on adding the Russian, French, Spanish, Simplified and Traditional Chinese translations (from the Steam version) to the Itch version. Plus new DLC for additional life forms and craftable items, starting with the Photographer Recipes and Odd-O-Matoid Life Form add-ons from the mobile version!
Vilmonic Version 1.4 is OUT NOW!
This update merges in optimizations and improvements and fixes from the mobile release!
Get Vilmonic on Mobile!
Available on iOS and Android
Update 1.02 is now LIVE!
New in version 1.02.00
- New beverage: Liquidium!
- A camera is now required to export creatures
- Creatures now must be exported from photos
- New achievement: Zombiton Summoner
- Override your movement keys
- There's a new "frame skipping" setting
- Some new animations, bug fixes and optimizations.
Experience the strange sounds of the synthorganic post-vilmoniclysmic far future in the relative safety and comfort of your own home. All 23 tracks brought to you by the world-class masterful virtuoso experimental band Wizardmaster in hi-fidelity MP3 and lossless FLAC formats.
I have this game on steam
EXPORT and IMPORT creatures! SHARE Creature Cards and experiment with other people's life forms.
Open a Creature Card in a photo editor and try out some GENETIC ENGINEERING.
Save Creature Cards to your file system and then drag them into Vilmonic!
Anyone wondering what these are all about?
What is going on with these weird creature cards and all that digital noise at the bottom?
Hint: Version 0.30.50 is now LIVE!
can you please make zombies optional
thay ruin everything
Zombs are very important thematically to the game. They represent the feeling of doing (environmental) science in a world where many people are actively antagonistic toward that endeavor. It is important to me to have this friction in the game. It is also important that you cannot really just attack zombs, you must learn to live with them.
Plus, they are a life form that you can manage and that can have an important impact on the ecosystem.
There are MANY things you can do to deal with the zombs. Check the tool, item, and task descriptions for hints. Or ask on the Vilmonic Discord: https://discord.gg/vilmonic
Just don't attack them!
Seconding the removal / alteration request... They spontaneously attack me, I died twice while trying to mind my own business, and the debuff that makes my screen hard to read made it so I effectively could only play the game around half the time with very little benefit. It significantly disrupts the crafting / exploring angle of the game, and got me to uninstall rather than fight with it.
Maybe the tutorial could have more specific hints about how to deal with them, so people don't just grab an axe? Or, maybe I'm not the target demographic...
Some SPOILERS here:
Evolve red fungs so you can craft Cola (an instant cure for zombiton haywirefication). Stay out of their eyesight, cross water when they are chasing you, or stop moving (they only see movement). The small hammer stuns them but doesn't kill them. Blowing bubbles sooths zombs. Place their favorite dungeon tiles off to the side out of the way. Or evolve some carnivores!
I like the idea of tutorial tasks to help learn how to deal with the zombs!
Awesome game, does the purchase come with a steam key?
Congrats! Your the Most popular Artificial Intelligence game on Itch.io! hope you can hold that title for a while
Thx 1000% bestttt❣ AND now I Knowwww That! Reeeady tooo go ilikeee meeee agaaain fassst !!!
Update: Version 0.27.00 is here!
I kept adding new items to this release, but had to force myself to stop and roll some of them out for the next update. I made changes to the nutrient-use system, which required SO MUCH balance testing, basically me running loads of simulations (i.e. games) and checking statistics to make sure I didn't mess anything up. Still no DNA tweaking in this update, I just can't figure out how I want to implement it in a way that doesn't feel like a cheat - but soon!
So what's new?
* New dungeon walls and floors! They're now the zombs favorite structures.
* Toxic waste is now a crafting material.
* Added tables and chairs.
* Added more avatar body parts.
* You can now analyze zombs (beta).
* More stuff to craft, like the Fungiburger! Plop one on the ground and your anims will eat it up. Or feed one directly to your anims if their health is low. Or eat one yourself if your health is low. Or eat one if you just want a snack.
* Other stuff...
Status: Finishing up version 0.27.00
A quick post to let you know that I'm finishing up the next update which will include a new crafting material (hint: it's toxic) and some new craftables (for the home and office and home office) and new body parts! Also, have you ever wondered what's going on inside the mind of those zombs? This update will begin to shed some light (just a bit, for now).
What I'm working on right now!
- DNA manipulation. Extract DNA from anims, modify it, and inject it back in somehow...!
- New beverages, one that makes you super strong, another that attracts anims. Maybe a third that makes anims fertile (kind of forces reproduction).
- More walls and floors and tables and chairs and...
- Possible neural-networks for evolvable "brains".
Update: Version 0.26.00
Phew, finally! Version 0.26.00 is out.
Try out the new Camera! Build one, or if you are lucky, dig one up. Document your world and all of its changes. Then export and share your photos.
There's a new beverage: Revolt™ soda. Drink some if you are (hint) antisocial.
This version contains a lot of behind-the-scenes changes to anim and especially fungol biology.
WARNING: This will cause a bunch of your fungs to die off! Don't worry though, the species that survive will grow back pretty quickly. Consider this the First Great Extinction event in Vilmonic.
These changes were necessary so that in future updates I can start adding features that allow players to view and modify the internal biology of creatures in the world. This will make possible features like an x-ray machine, syringes for extracting DNA, gene splicing, etc.
The Vilmonic simulator now has much more complex model of nutrients and hydration.
One example of this is that creatures now return their nutrients to the soil as fertilizer when they die. So if you have some fungols that need more nutrients, try planting them where something has died (including zombs). Currently fertilizer in a location is used up in the first stage of fungol growth, so it only really helps germination.
As always, let me know what you think of these changes.
Really neat little game! I wasn't quite sure how to build walls, but do plan on doing more tinkering with it!
YES! I love the review. It's so much fun (and informative) to see someone else play the game. Thanks for supporting this project!
I tweeted about it here: https://twitter.com/Bludgeonsoft/status/700145980545454080