LekCurts Studio
Early Access · Out Now

Lead a neolithic tribe from the Stone Age toward civilization — using nothing but your voice and the knowledge of 10,000 years trapped inside your head.

You don't know how it happened. One moment you were stuck in traffic, checking your phone — the next, you woke up naked on damp earth, surrounded by people with sun-darkened skin and mud-stiffened hair, speaking a language that existed in no dictionary.

The first months were pure survival. Learning to eat what they ate. Mimicking gestures. Sleeping on the ground, feeling cold that cut through to the bone. Slowly, word by word, gesture by gesture, the language started to make sense.

But something was wrong — or perhaps, strangely right. The seasons passed. Children grew. The young aged. But you… didn't. You could get hurt — the scar on your arm where the boar caught you was proof of that. You could, perhaps, die. But time… time simply didn't pass for you.

The elders noticed first. They whispered among themselves, watched with a mixture of fear and reverence. When the last of the old ones fell, the tribe's eyes turned to the one who never aged. To the one who had seen more seasons than anyone who ever lived.

They placed you beside the central fire. No one voted. No one argued. You simply WERE the eldest. The wisest. The leader.

And now, with the knowledge of 10,000 years of civilization trapped inside your head — but with no tools, no books, no Google — the only thing you can do is speak. Teach. Guide.

The tribe listens. What you say next… changes everything.

Scroll to explore

About the Game

A deep simulation where every person, disease, crop, and tool is individually modeled.

AI-Powered NLP

Speak naturally — the system understands intent through 3 layers: keywords, embeddings, and LLM classification.

Individual Simulation

Every person has a name, age, gender, fertility, hearth. Birth, aging, death — all emergent.

4 Knowledge Domains

Health, Agriculture, Engineering, and Society — each with unique actions and synergies.

Procedural World

Unique terrain, biomes, climate, rivers. Every game a different world to explore.

Multiplayer

WebSocket multiplayer — compete with AI tribes or rival players on the same world.

Desktop App

Built with Electron — runs natively on Windows, macOS, and Linux.

Expeditions

Send scouts to follow rivers, climb mountains, and explore the unknown. Risk vs. reward — not everyone comes back.

20+
Teachings
15
Tools
4
Diseases
70+
Wild Foods
5
Biomes

How to Play

Type what you want to teach your tribe. The game understands intent, not exact phrases.

Core Loop

1 turn = 1 season (Spring → Summer → Autumn → Winter). 4 seasons = 1 year. Max lifespan ~75 years.

Every turn you type a natural language command in the Council Chamber. The system classifies your intent through 3 layers: keyword matching, embedding similarity, and LLM fallback.

Game Panels

Council Chamber — where you type commands

Stats — population, nutrition, research

Food — caloric sources, stockpile, crops

Health — disease prevalence, practices

People — individual names, ages, hearths

Knowledge — agriculture tree, tools, costs

World — map, biomes, climate

Chronicle — history of your civilization

What Happens Each Turn

You type a command → system classifies it → action is executed

Disease dynamics: natural drift + environment + season + active practices

Food & Nutrition: gathering output → stockpile → nutrition status

Production: firewood and water supply from workforce

Demographics: aging, births, deaths, new pairs

Tools: items in learning advance 1 season toward completion

Agriculture: active experiments gain research points

Religion: influence grows +1.5 per turn passively

Teaching Codex

All actions across 4 categories. Speak naturally — the system understands intent.

Boil Drinking Water Health

Heat water over the fire until it bubbles. Kills invisible creatures that cause dysentery and parasites.

DiseaseImpact
Dysentery−15
Parasites−10
boil waterpurify water
Wash Hands Health

Scrub hands clean before eating and after handling waste. Breaks the chain of sickness.

DiseaseImpact
Parasites−9
Wound Infection−8
Dysentery−5
Respiratory−3
Synergy

Combined with Boil Water: extra Parasites −10, Dysentery −8 per season.

wash handshygiene
Quarantine the Sick Health

Move those showing illness to shelters at the edge of camp. Respiratory −18, Dysentery −5.

quarantineisolate sick
Dig Latrines Health

Dig deep holes far from camp for all waste. Parasites −15, Dysentery −10.

dig latrinessanitation
Burn the Dead Health

Cremate bodies to prevent contagion. Respiratory −10, Dysentery −8. Requires firewood.

burn deadcremate
Clean Wounds Health

Wash wounds with clean water. Wound Infection −8, Parasites −2. Requires water.

Synergy

Combined with Boil Water: extra Wound −20, Parasites −5 (one-time).

clean wounds
Plant Crops Agriculture

Begin cultivating discovered plants. Advances all agriculture knowledge nodes.

plant cropsstart farming
Prepare Soil Agriculture

Work the earth before planting. Advances soil preparation knowledge.

prepare soiltill earth
Water Plants Agriculture

Carry water to crops. Advances irrigation knowledge.

water plantsirrigate
Tend Garden Agriculture

Pull weeds, protect plants. Advances weeding and plant care.

tend gardenweed
Craftable Tools Engineering

Teach your tribe to craft advanced tools. Each one boosts specific activities.

ToolBonusTimePrereq
CordageFirewood +15%, Game +10%2 seasons
Throwing SticksSmall Game +20%1 season
Digging SticksRoots +30%1 season
Wood WedgesFirewood +25%1 season
Bark VesselsWater +30%2 seasons
Woven BasketsFruits +30%, Eggs +30%2 seasons
SnaresSmall Game +40%1 seasonCordage
Fish TrapsFishing +50%1 seasonCordage
Carrying YokeWater +25%1 seasonCordage
Dew TrapsWater +10%2 seasons
Bone & AntlerFishing +15%, Game +15%1 season
Deliberate KnappingGame +25%, Firewood +20%2 seasons
Clay RecognitionStorage +40%, Water +15%1 season
Bone Needles & HideCold Protection +30%2 seasonsBone + Cordage
Innate Tools (Tier 0) Starting

Your tribe starts with these — knowledge so basic every person already has it.

ToolEnables
Fire MasteryCooking, Cold 55%, Large Game
Sharpened SticksRoots, Fishing, Small Game
HammerstonesNuts, Shellfish, Marrow
Rough EdgesButchering, Firewood, Greens
Simple CarriersWater, Fruits, Eggs, 15k kcal
Uncured HidesCold Protection 35%
Found Religion Society

Establish spiritual authority. Influence starts at 30/100, grows +1.5/season. Enables edicts.

found religionspeak with spirits
Spirits Call the Weak Edict

Sacrifices elders and the sick. Frees ~1,230 net kcal each. Costs 8 influence. Requires 10+ influence.

sacrifice the sickcull the weak

Disease System

Four diseases plague the tribe. Without guidance, they grow relentlessly every turn.

Natural Drift (per turn)
DiseaseDriftType
Dysentery+0.2Waterborne
Parasites+0.25Fecal-oral
Wound Infection+0.15Open wounds
Respiratory+0.1Airborne
Seasonal Effects
SeasonResp.ParasitesWound
Winter+2.5−0.5
Summer−1.5+0.5+0.3
Spring+0.3
Autumn
Practice Suppression (per turn)
PracticeDysen.Parasit.WoundResp.Needs
Boil Water−2.5−1.8 Firewood
Wash Hands−1.0−1.8−1.2−0.4 Water
Quarantine−0.8−3.0
Dig Latrines−1.5−2.5
Burn Dead−1.0−0.5−1.5 Firewood
Clean Wounds−0.3−1.5 Water

Population & Demographics

Every person is individually simulated — name, age, gender, hearth, fertility.

Age Groups
GroupAgeVulnerabilitykcal/dayWork
Infant0-42.5×8000.0
Child5-121.3×1,4000.15
Youth13-170.8×1,8000.65
Adult18-441.0×2,0001.0
Elder45-752.0×1,6000.35
Birth Rate by Season
SeasonConception Chance
Spring28%
Summer22%
Autumn16%
Winter11%

Pregnancy: 3 seasons. Post-partum: 3-6 seasons. Max children/woman: 3-8.

Nutrition Status Effects
StatusThresholdBirth ModDeath ModDisease Mod
Surplus≥110%1.15–1.500.850.85
Adequate≥90%1.01.01.0
Scarce≥60%0.51.31.3
Famine≥40%0.12.01.7
Starvation<40%0.03.02.0

Production: Firewood & Water

Two critical resources. Shortages directly impact health, cooking, and survival.

Firewood
production = workers × 200 × biome × season × tools
consumption = hearths × 45 + pop × 6 // +20/hearth winter

Biome: Tropical 1.3, Temperate 1.15, Savanna 0.5, Tundra 0.1, Desert 0.05.

Why: Fuels cooking (raw food → disease), hearth fires (cold), boiling water.

Water
production = workers × 450 × distanceMod × season × tools
consumption = pop × 22 + pop × 6 // +5/person summer

Why: Water supply = hygiene factor → Wash Hands / Clean Wounds effectiveness.

Tips & Strategy

First 10 Turns Priority

Boil Water — biggest disease impact

Wash Hands — hits all 4 diseases + synergy

Dig Latrines — Parasites −15

Make Cordage — unlocks Snares, Fish Traps, Yoke

Quarantine — Respiratory −18 (winter killer)

Digging Sticks — fast +30% roots

Woven Baskets — boosts 6 food sources

Common Mistakes

Ignoring production: Health practices need firewood/water to work.

Overpopulation: Below 60% kcal/capita → Famine.

Winter unprepared: Respiratory +2.5/turn. Quarantine first.

Early culling: Need 10+ influence or edicts are refused.

Key Synergies

Boil Water + Wash Hands: extra Parasites −0.8, Dysentery −0.6/turn.

Cordage → Snares + Fish Traps: Game +40%, Fishing +50%.

Wedges + Cordage: Firewood +40% combined.

Cheats & Dev Console

Press ~ or Shift+` to open the Developer Console.

omniscient_farmer

Unlocks ALL agriculture knowledge instantly — every propagation technique mastered.

omniscient_farmer
future_advisor

Summons a 21st Century Advisor who analyzes data and recommends optimal actions.

future_advisor
all_seeing_eye

Reveals the entire world map instantly — removes all fog of war.

all_seeing_eye

FAQ

Frequently asked questions about CivEconomy: Future Leader.

The First Era (Stone Age) is fully complete — all 12 core systems are built, interconnected, and playable, from first fire to organized agriculture. Early Access lets us build future eras (Bronze Age, Iron Age, and beyond) alongside the community, so every new system reflects what players actually want.

We estimate approximately 12 to 18 months. What gets built next — new eras, trade, diplomacy, warfare logistics, and deeper social structures — will be shaped directly by community feedback. The natural language command system also gets smarter the more people play.

CivEconomy: Future Leader is available on Steam for $6.99 USD for Windows and macOS. Regional pricing applies automatically.

Both! The Desktop app runs fully offline and single-player. There's also optional multiplayer where you compete with AI tribes or other players on the same world.

No! The keyword matching system works instantly without any AI. Ollama (local LLM) is optional and adds embedding similarity + LLM classification for more natural commands.

Yes! The NLP system understands commands in both English and Portuguese. You can type "ferver agua" or "boil water" — both work.

Five biomes: Tropical Forest, Temperate Forest, Savanna, Tundra, and Desert. Each affects food availability, firewood production, climate, and disease dynamics.

Say "found a religion" to create one with a random name. Influence starts at 30/100 and grows +1.5/season. Higher influence unlocks edicts like sacrificing the sick. Below 10 influence, edicts are refused.

CivEconomy is available on Steam for Windows and macOS. Minimum specs are modest: a dual-core CPU, 4 GB RAM, and 8 GB storage.

There's no hard cap. You start with ~15-20 people. Growth depends on food, health, and birth rates. Top players have reached 200+ population. But more people means more kcal needed — balance is key.

Get CivEconomy on Steam

Out now in Early Access for Windows and macOS. Your commands shape civilization.