Everyone is a little different.
Speed, size and sensing vary between creatures.
OBSERVE / QUESTION / EXPERIMENT
A tiny habitat. Hungry creatures. Traits passed from parent to child. Discover how a population changes when its world does.
Enter the habitat ↘Speed, size and sensing vary between creatures.
Offspring inherit traits, sometimes with a random change.
Food and energy costs affect who survives and reproduces.
CHOOSE A QUESTION
Each card starts a repeatable experiment.
OPEN MEADOW
No creatures remain. Check the hunting and starvation counts. Try more food, fewer predators or a smaller energy cost, then restart.
▣ Solid borders
Animals turn inward at the edge and stay in the habitat.
Drag to orbit · shift-drag to pan · scroll or pinch to zoom. Tap a creature to meet it.
CHANGE ONE THING
A fresh food supply appears every 20 simulated seconds.
Seed, starting grazers and predators apply when you restart. The same seed, settings and changes give the same result. A saved experiment resumes its exact state.
Ready. Press Play, or take one moment at a time.
BEFORE YOU TEST
Your note is included when you save the experiment. Watch several seasons, then compare your idea with the evidence.
LOOK FOR EVIDENCE
Complete a season and keep a baseline. Change one condition, restart with the same seed, and compare at the same season.
Is this run typical? Repeat its starting settings with five seeds in the background. Your live experiment is not changed.
UNDERSTAND THE MODEL
Each founder starts with 8 energy; each offspring receives 6 from its parent. It spends energy every moment. Grazers gain energy from plant food; hungry predators hunt grazers and gain some of their remaining energy. At zero, it dies. At a season boundary, a creature with at least 12 energy can give 6 to one offspring. Survivors stay in the habitat.
Traits stay fixed during an individual's life. Offspring copy one parent, with a separate mutation chance for each trait. Mutation adds a random amount up to ±0.25, bounded to 0.4–2.0. It does not know what would be useful.
A season lasts 20 simulated seconds. Parents and offspring can live together, so one season is not one biological generation. The inspector shows each creature's generation in its family. Grazer age colours move from mint (newborn) through amber (5 seasons) to violet (10+). Predators use coral, red and berry instead, with coral ears and tails that remain visible in every colour view. This displays elapsed age, not a change in inherited traits. Age itself does not kill creatures in this model.
Movement happens inside a flat, enclosed field. Animals turn inward at solid borders; their body size sets how close their centre can approach an edge. Food and prey are sensed using the direct distance, without shortcuts across borders. The 3D habitat shows the same model; height and decorative plants do not affect survival.
Predator–prey interactions are simplified: predators hunt nearby grazers when hungry. There is no sexual reproduction, ageing-related death or real genetic sequence. A cap of 160 living creatures can block births. Chance and starting variation matter; one run cannot establish a general evolutionary advantage.