The log waits. It always waits. Nothing gets to start from somewhere right — so it sparks, roars, and dwindles, same as everything that comes after it.

Genesis Log is an idle game about a world writing its own history — from the first spark of thought, through founding a village, to claiming worlds among the stars. It runs while you're away and rewards you for checking back in. No ads, no IAP, no account required — just a world, and the log it keeps of itself.

What you're playing

click-and-wait game at first, growing into a full management game once your village is founded. Pick a page, make a few decisions, let the numbers climb while you explore another one. Nothing is missed forever — if a system feels capped, a deeper tier is almost always one milestone away.

What's in it

  • Eight eras, from the first spark of thought to a scattered frontier among the stars — each with its own resource, traits, and a story beat when you push past it, and now its own quiet visual character too (a few sparse, toggleable background touches per era, nothing that gets in the way).
  • Choose your people. Five playable races, each with real mechanical identity — its own bonuses, its own building variants, its own voice. Newest: the Veiled, warriors bound by a vow, every one carrying a third eye sealed shut until it's broken.
  • Create the Chronicler — a full character creator for the companion walking this log beside you. Name them, pick a look (rendered in a hand-built ASCII frame — no image assets anywhere in this game, ever), choose a personality with a real tradeoff, and give them a head start in one of six skills. It ends with a unique origin story, generated on the spot from your own world.
  • A village of individuals, with a page of their own. Villagers have names drawn from their own race's pool, backstories, moods, gear, and role levels that climb over sixty ranks. They're mortal — losing one leaves a eulogy and a modest gift, unless you've made them immortal the hard way.
  • The village has room to grow into. A hex map of Village Grounds surrounds the hearth — clear the land around it, then settle your buildings onto it for a spot on the map and a standing discount on everything you build from then on.
  • The Chronicler's own Overworld — a procedurally generated grid, personal to your Chronicler, revealed as they walk it, seeded from your world's own name so the same world always draws the same map.
  • A Tech Tree with real long-term shape. Four permanent lanes — Industry, Growth, Combat, and Social — each climbed independently over the course of a life on passively-trickling Research, with nothing ever locked out by an earlier choice. Every lane ends in its own Capstone; collect all four, and one final node opens beyond them.
  • Trial by Circle — a small auto-battler for the Chronicler and up to two villagers. Real risk, real reward, and an honest odds estimate before you commit to a difficulty.
  • Adventures, Diplomacy, and the Frontier — send villagers on encounters with real risk, build relations with six factions (one with a named, opinionated representative), and claim planets among a void that's actively trying to reach you back.
  • Legacy & Ascension — end a run early for a permanent bonus based on how far you got. Perks carry forward. Everything else starts fresh, on purpose.
  • Gary. An unpredictable visitor with a riddle, a mysterious gemstone earring, and a habit of breaking the fourth wall that no other character in this game shares. Answer enough of his riddles right and he starts talking to you differently.
  • A living world. Weather, seasons, and world events are generated from a shared pool of moods, motifs, and turns of phrase — the same world never tells its story quite the same way twice.
  • Play async with someone else, entirely optionally. Trade Postcards with another player's save (no accounts, no server — just a code you hand each other), build a standing bond through the Twinned Ledger, and form a small shared party on the Dazzled Up page with a combined Legacy total you're both visibly growing.

A few things worth knowing

  • Your progress saves automatically to this browser. Export/Import lets you back up a save or move it between browsers or devices.
  • Nothing in this game asks for your real name, an email, or a login. The multiplayer features work entirely through codes you choose to share yourself.
  • This is made by a small team, continuously updated — see the changelog for what's shipped recently.
Updated 6 days ago
Published 13 days ago
StatusIn development
PlatformsHTML5
AuthorBlamb0
GenreAdventure, Role Playing
TagsIncremental, Text based
AI DisclosureAI Assisted, Code

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