Compara los precios de Intelligent Design: An Evolutionary Sandbox en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pill Bug Interactive. Publicado por Pill Bug Interactive. Lanzado el 12/5/2017. Disponible en PC, Mac, Linux. Géneros: Indie, Simulation, Strategy.

Worth it only if watching herbivore run-speed genes drift across generations sounds like a Saturday well spent. Anyone expecting a deep god-game with clear feedback loops may bounce off fast.

My spreadsheet instincts told me this one would either be a hidden gem or a half-finished science project with a Steam page, and after spending time with it the honest answer lands somewhere in the uncomfortable middle. Intelligent Design is a real-time god game built around a fully simulated genetics engine. You seed a barren world with plants, herbivores, and carnivores, then watch natural selection do its thing generation by generation. Every trait, from how tall a plant grows to how frequently a carnivore hunts, is encoded in actual per-organism genetics that get passed down and mutated by radiation over time. There are no statistical shortcuts behind the curtain. That foundation is genuinely interesting. The core loop splits into two distinct play styles. Passive observers can set up a food chain and just watch populations rise, collapse, and rebalance. Active tinkerers can open the genetics panel, which received a meaningful post-launch overhaul, and now shows every unlocked gene on a single screen with slider-based edits. Drop a modified organism into the ecosystem and see whether your changes propagate or get outcompeted in a few dozen generations. In theory that second mode is where the depth lives. In practice, the feedback on your interventions is thin. You edit a gene, release the creature, and three generations later something went extinct and you are not entirely sure whether your tweak caused it or whether it was a coincidence. The simulation is honest, but the observability is not. The corporate target structure gives the sandbox a loose progression spine. Complete performance targets and you unlock additional gene slots and organism types. It is a reasonable carrot for players who need direction, though the targets themselves can feel arbitrary when the ecosystem refuses to cooperate. Performance also becomes a real concern as populations grow and the simulation ticks on hundreds of individual creatures simultaneously, something the developer addressed in post-launch patches with notable improvements. Controls were similarly reworked after launch, dropping controller support in favor of WASD camera movement and cursor-based placement, which now sits closer to how Factorio or Two Point Hospital feel to operate. For strategy players used to legible systems, the main frustration is the opacity. The developer themselves acknowledged, in a genetics guide announcement, that gene interactions in complex ecosystems are not fully predictable even from the inside. That is philosophically charming and practically annoying. The game is not difficult in the traditional sense but it can feel unresponsive, like whispering at a simulation that cannot hear you. Community reception on Steam sits at mixed, hovering just above the halfway mark across roughly a hundred reviews, which tracks with my read: the players who connect with the ambient, observational pace tend to love it, while anyone expecting tighter cause-and-effect control tends to bounce. If you have ever burned an hour watching a Krebs cycle animation and called it fun, this game has something real to offer. It draws loose comparisons to Spore and Viva Pinata in concept but is far more austere and hands-off than either. There are no mods to speak of, no multiplayer, and no late-game escalation curve that rewards optimization the way a Paradox title does. What it does offer is a low-cost, meditative simulation with a legitimate genetic engine underneath, best appreciated in short sessions with low expectations for control and high tolerance for emergent chaos. Diego, Scout Team

Intelligent Design: An Evolutionary Sandbox

Intelligent Design: An Evolutionary Sandbox

12 may 2017Pill Bug Interactive
GamerScout opina

Worth it only if watching herbivore run-speed genes drift across generations sounds like a Saturday well spent. Anyone expecting a deep god-game with clear feedback loops may bounce off fast.

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My spreadsheet instincts told me this one would either be a hidden gem or a half-finished science project with a Steam page, and after spending time with it the honest answer lands somewhere in the uncomfortable middle. Intelligent Design is a real-time god game built around a fully simulated genetics engine. You seed a barren world with plants, herbivores, and carnivores, then watch natural selection do its thing generation by generation. Every trait, from how tall a plant grows to how frequently a carnivore hunts, is encoded in actual per-organism genetics that get passed down and mutated by radiation over time. There are no statistical shortcuts behind the curtain. That foundation is genuinely interesting. The core loop splits into two distinct play styles. Passive observers can set up a food chain and just watch populations rise, collapse, and rebalance. Active tinkerers can open the genetics panel, which received a meaningful post-launch overhaul, and now shows every unlocked gene on a single screen with slider-based edits. Drop a modified organism into the ecosystem and see whether your changes propagate or get outcompeted in a few dozen generations. In theory that second mode is where the depth lives. In practice, the feedback on your interventions is thin. You edit a gene, release the creature, and three generations later something went extinct and you are not entirely sure whether your tweak caused it or whether it was a coincidence. The simulation is honest, but the observability is not. The corporate target structure gives the sandbox a loose progression spine. Complete performance targets and you unlock additional gene slots and organism types. It is a reasonable carrot for players who need direction, though the targets themselves can feel arbitrary when the ecosystem refuses to cooperate. Performance also becomes a real concern as populations grow and the simulation ticks on hundreds of individual creatures simultaneously, something the developer addressed in post-launch patches with notable improvements. Controls were similarly reworked after launch, dropping controller support in favor of WASD camera movement and cursor-based placement, which now sits closer to how Factorio or Two Point Hospital feel to operate. For strategy players used to legible systems, the main frustration is the opacity. The developer themselves acknowledged, in a genetics guide announcement, that gene interactions in complex ecosystems are not fully predictable even from the inside. That is philosophically charming and practically annoying. The game is not difficult in the traditional sense but it can feel unresponsive, like whispering at a simulation that cannot hear you. Community reception on Steam sits at mixed, hovering just above the halfway mark across roughly a hundred reviews, which tracks with my read: the players who connect with the ambient, observational pace tend to love it, while anyone expecting tighter cause-and-effect control tends to bounce. If you have ever burned an hour watching a Krebs cycle animation and called it fun, this game has something real to offer. It draws loose comparisons to Spore and Viva Pinata in concept but is far more austere and hands-off than either. There are no mods to speak of, no multiplayer, and no late-game escalation curve that rewards optimization the way a Paradox title does. What it does offer is a low-cost, meditative simulation with a legitimate genetic engine underneath, best appreciated in short sessions with low expectations for control and high tolerance for emergent chaos.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5God GameEcosystem SimGenetics SimulationEmergent GameplayPassive ObserverRelaxing SandboxNature SimNo Mod SupportMinimalist UI

Requisitos del sistema

Mínimos

OS
Windows Vista or 7
Memory
4 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
Intel(R) HD Graphics 520
Processor
Quad Core @ 2.3GHz

Recomendados

OS
Windows 8 or 10 64 bit
Memory
8 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
NVIDIA GeForce GTX 780 or equivalent
Processor
Quad Core @ 3GHz

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Información del juego

Desarrolladora
Pill Bug Interactive
Distribuidora
Pill Bug Interactive
Fecha de lanzamiento
12 may 2017

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Intelligent Design: An Evolutionary Sandbox está disponible en PC, Mac, Linux.

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Intelligent Design: An Evolutionary Sandbox se lanzó el 12 de mayo de 2017.

¿Quién desarrolló Intelligent Design: An Evolutionary Sandbox?

Intelligent Design: An Evolutionary Sandbox fue desarrollado por Pill Bug Interactive.