Ötzi
A downloadable Ötzi for Windows
Hi everyone,
Let me introduce Ötzi, a survival simulation set in prehistoric times, the Neolithic, to be precise, the period right after the end of the last Ice Age.
Why this game?
The core idea is to take the concept of Project Zomboid and adapt it to a very different setting. It's a sandbox game with procedural generation, where the goal is for stories to emerge naturally from the environment and the player's choices.
My main inspirations are Project Zomboid and Don't Starve for the emergent simulation gameplay, Minecraft for procedural generation, UnReal World for the historical wilderness survival setting, and Stardew Valley for the pixel art visuals.
What's the gameplay like?
You play as a prehistoric man or woman, and your objective is to meet your physiological needs: eating, drinking, resting, and staying within a comfortable temperature range.
To do so, you can gather resources from your environment, pick up items from the ground, and craft your own tools from them. You can harvest fruit from trees, apples from an apple tree, for example, or fish near a river with a spear. You can also hunt wild animals for their meat and hides, and craft clothing from them to protect yourself from the cold and the weather.
Current features
- Simulation of the Earth and its ecoregions, based on the WWF's classification, including each ecoregion's average temperature, humidity, and weather. (For now, only the "Western European Broadleaf Forests" ecoregion is playable.)
- Day/night cycle affecting temperature and light levels.
- Dynamic weather.
- Procedural generation of the environment, plants, and items.
- Crafting system.
- Building system: construct structures by depositing items into a building blueprint.
- Physiological simulation of the player's needs, closely inspired by real science. For example, intense physical activity burns more calories and raises body temperature, while a high body temperature makes the player sweat, which regulates their temperature but increases dehydration.
- Solar radiation simulation. Sunlight affects body temperature, based on real scientific data. The perceived temperature can therefore differ depending on whether the sky is clear or overcast.
- Wild animals (only rabbits for now).
- Fishing.
- Visual adaptation of the character based on their temperature state, ranging from severe hypothermia to severe hyperthermia (they'll cross their arms when cold, sweat when hot, their skin will change color and blotches will appear).
- Multiplayer for up to 4 players (requires a Steam account).
I'm always looking for feedback to help me improve the game. I'm planning to take part in Steam's PvE Survival Crafting Fest in early September.
Thank you for trying out Ötzi.
Discord server : https://discord.gg/7jXbvwt2KA
Controls
- Use W, A, S, D or the arrow keys to move.
- Hold Shift to run.
- Press B to open the build menu.
- Press C to open the craft menu.
- Press G to toggle the grid display on or off.
- Press I to open or close the inventory.
- To interact with an object (like a campfire or a construction site), stand next to it and right-click to open the context menu.
- Press R to rest for a short recovery.
- Press T to sleep and recover over a longer period.
- Press Esc to open the pause menu.
- Time Controls:
- Press F1 for normal speed.
- Press F2 for double speed.
- Press F3 for triple speed.
- Press 1 to interact with left hand
- Press 2 to interact with right hand
| Updated | 10 days ago |
| Status | Prototype |
| Platforms | Windows |
| Author | Morpho Games |
| Genre | Survival, Simulation |
| Made with | Unity |
| Tags | 2D, Crafting, Exploration, Open World, Pixel Art, Procedural Generation, Sandbox, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
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Development log
- Multiplayer, Animals and much more - From January to May 202693 days ago
- Devlog #15 december — Inventory, Interactions & AnimationsJan 03, 2026
- Devlog #14 november — Campfires, UI and Player AnimationsNov 30, 2025
- Devlog #13 october — Health, Water and World ImprovementsOct 31, 2025
- Devlog #12 september 2025 — Improvements to Weather, Biomes, and World SystemsOct 25, 2025
- Devlog #11 July 2025 — Gathering, Crafting & FluidityOct 09, 2025
- Devlog #10 - Crafting System, Time Zones, and Visual FeedbackJul 06, 2025
- Devlog #9 – Water Temperature, Caching, and UI ImprovementsJun 29, 2025







Comments
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Hello I tried your game and I gotta say it's a really interesting project. There were somethings that didn't work like the save system, world generation and whatever adjacent tiles are supposed to do. These of course are systems that are difficult to build so its understandably if not all works in the prototype. But more pressing I think is the scarcity of resources and the difficulty to get them. Since it is so hard to get basic gear I think most players might be put off by it.
I used a bug that allowed me to save and load to get back the resources I just took. It allowed me to craft the backpack. My idea was to try to get the extra slots so I could carry the items to craft an axe. But of course my progress got halted when I tried to save and load with the backpack and it disappeared. Whenever I dropped items by right clicking and pressing the drop option it dropped every item in the stack as one item. Making me loose all except for one. At first I was a little confused on the controls and didn't really like the movement system. But I got used to it eventually. However you might want to consider making it feel good and responsive.
You have a lot of interesting biomes that might be fun to explore. But again the generation of resources are far too scarce to be fun. I think personally that you should do some kind of harvesting mechanic where everytime you pick something up it doesn't need to be just the one but might pick up mutliple.
Starting out with only two slots forcing you to make a backpack to craft anything else is kinda limiting. Tools should be the first thing you get like in any survival game.
The UI was hard to find until I realised that the keybinds where in the pause menu. I think you should have them also be accessible through buttons in on the screen like in project zomboid. It also felt like project zomboid was the kind of UI you were trying to make. But the windows were static and in awkward places especially the crafting window. Maybe you could make them draggable like in project zomboid.
And as a side note. Forgive me if I'm wrong but I get the feeling that a lot of AI was used both for the game and this page. Not that there is anything wrong with that but you should clean it up to look more neat and human.
Lastly I naturally found many bugs, some minor and some game breaking. But I honestly think this is a really cool and interesting project. It makes me think a lot of games like project zomboid and ark despite those games being lightyears away, this defininitely has potential and if anything you should absolutely continue developing it.
Hello, thanks for your review. About the craft system, I know it's not explained at all but you can craft with items in adjacent tiles of the player. The adjacents tiles are juste the tile 8 tiles arround including diagonal and the one where is the player. I am working on a basic tutoriel to explain properly.
Also, only the grassland biome is really playable. If I remeber ce other biomes doesn't even have item for now. I think I will remove them for the moment, because a one biome good experience is already a lot of work
And also, it's good that this project reminds you project zomboid, because it's my favourite game and my main inspiration.
Yea I used AI for the Main menu image and this page to make it quick but I certainly need to rewrite it myself and also the itch capsule. English is not my native language, I will just use AI for traduction.
For the bugs I am sorry, the january version is very buggy, because it's the first one to introduce stack of items in hands it doesn't work properly. Maybe I will stop to public version each month and post a new version only when all is fixed. Because actually, my game is an constant construction and rénovation, and it's a bit of mess. Not on the code but more on the element implemented. Fixed some of them in the february version. But there is still probably many left.