In development Working title

Terra Genesis

A persistent, multiplayer industrial & civilization simulator from Ponderosa Gaming.

One Planet. Two Continents. A World Built by You.

Current status

The concept

A world that starts unfinished

Terra Genesis is an open-world, realistic multiplayer simulation game set in the year 2030, when humanity begins colonizing a newly discovered Earth-like planet.

The planet consists of two massive continents filled with forests, mountains, rivers, coastlines, and natural resources. Unlike traditional simulation games, the world begins almost entirely undeveloped.

Players are responsible for building civilization from the ground up through realistic industries, transportation, business ownership, and cooperation. The game combines elements of logging simulators, trucking simulators, construction simulators, economic simulators, and city-building games into one persistent, interconnected world.

Everything that gets built requires someone to do the work.

A city doesn’t simply appear. Trees must be harvested, lumber must be processed, materials must be transported, land must be cleared, roads must be constructed, and buildings must be developed. Players collectively determine how civilization grows.

Starting a new life

Arrive with a chance, not a city

When players first arrive on the planet, they find a small settlement consisting of a spacecraft landing site, a harbor with a cargo ship, a few government buildings, and basic infrastructure. Beyond the settlement lies a largely untouched wilderness.

Players receive starting money and can apply for loans to purchase equipment or establish businesses. Equipment is ordered through an in-game smartphone marketplace. Trucks, trailers, machinery, and supplies originate from Earth and are delivered to planetary landing sites.

Choose your path

  • Work for an existing company
  • Operate independently
  • Establish your own business

Eventually, each continent will feature multiple landing sites, allowing players to choose where they begin their careers.

Realistic industries

Work that connects the world

Every industry depends on someone showing up with the right machine, the right load, and the time to do the job.

Logging & forestry

Logging is the first industry being developed and will serve as the foundation of the initial playable game. Players will operate realistic forestry machinery, including chainsaws, feller bunchers, skidders, forwarders, processors, and log loaders.

Trees will have physical properties, including mass and collision behavior. Harvested timber must be cut, loaded, secured, transported, and delivered to processing facilities. Harvested forests remain changed until regrowth or replanting occurs.

Trucking & heavy haul

Trucking connects nearly every industry in the game. Players can operate logging trucks, highway tractors, heavy-haul combinations, flatbeds, lowboys, and specialized trailers.

Realistic vehicle handling, weight distribution, suspension, drivetrain behavior, braking, and cargo physics are major development goals. A player could spend their entire career operating a trucking company without ever cutting a tree or constructing a building.

Construction & excavation

As settlements grow, construction companies will build roads, bridges, homes, commercial buildings, industrial facilities, and public infrastructure. Projects will require actual equipment, materials, transportation, and labor.

Players will eventually operate excavators, bulldozers, graders, loaders, and other construction machinery.

Mining & manufacturing

Mining companies will extract resources needed for construction and industrial development. Over time, manufacturing operations may transform raw materials into usable products, connecting mining, transportation, and construction through a shared economy.

Business, banking, and machines

An economy of dependence

Player-owned businesses

The economy revolves around player-owned companies. Players can establish businesses, purchase machinery, hire employees, manage finances, and compete for contracts.

A logging company might specialize exclusively in harvesting timber while hiring an independent trucking company to transport its logs. A construction company might subcontract excavation work to another business.

Companies can also post jobs on a public marketplace where independent operators and other businesses bid on or accept available work. Contracts may pay hourly, per load, per ton, by flat rate, or through negotiated percentages.

The goal is to create a world where individual players and businesses depend on one another without requiring everyone to participate in every industry.

Banking and the economy

Players begin with starting funds and access to financing. The game will eventually feature business loans, equipment financing, credit systems, insurance, used-equipment markets, and bankruptcy.

Financial decisions will have consequences. Poor management may lead to repossession or business failure, but players will have opportunities to recover financially and rebuild.

Commodity prices, wages, transportation rates, and equipment costs will eventually respond to supply and demand. For example, increased residential construction may drive demand for lumber, creating additional work for logging companies, sawmills, and truckers.

Equipment customization and maintenance

Vehicles and machinery will support extensive customization. Players will eventually be able to select engines, transmissions, axle ratios, suspension configurations, exhaust systems, bumpers, lighting, paint, fuel tanks, and vocational equipment. Customizations will range from visual accessories to mechanical changes that affect performance.

Initially, equipment maintenance and repairs will take place through automated workshops. Equipment will accumulate realistic wear through use, but unexpected mechanical failures will remain relatively uncommon when properly maintained. Future updates may allow players to become mechanics and physically repair or modify equipment themselves.

The game will initially feature fictional equipment manufacturers, with real-world brand licensing potentially introduced later.

A living, persistent planet

What you do stays done

One of the game’s defining features is that the world changes permanently through player activity.

  • When a logging company clears a forest, the land remains cleared until trees regrow or are replanted.
  • When construction crews build a highway, that highway becomes part of the shared world.
  • When a company excavates land, the terrain changes.
  • When players construct a neighborhood, those buildings become part of the settlement.

Over time, an untouched landscape can develop into a network of towns, cities, industrial centers, highways, and ports. Every server community will develop differently depending on the decisions and activities of its players.

Player government

As civilization expands, players will eventually be able to participate in local government. Players may run for mayor or other elected positions while continuing to operate their businesses or work regular jobs.

Local governments may manage zoning, land use, environmental protections, infrastructure planning, budgets, and public contracts. Government decisions will influence development, but physical changes will still require actual construction and industrial work.

A central planetary government may eventually coordinate larger matters affecting both continents.

Multiplayer and servers

The long-term goal is to create the experience of one enormous shared planet. Because simulating the entire planet on one server is impractical, the game is planned around multiple interconnected simulation servers.

Each continent may be divided into smaller regions, with shared systems for banking, player accounts, businesses, communication, news, and government. Players should eventually be able to drive long distances across the planet, crossing server boundaries as seamlessly as technically possible.

Single-player gameplay will also be supported, with automated systems filling roles normally performed by other players.

Current development status

Already underway in Unreal Engine

The project is in active prototype. The initial release will focus on realistic logging and trucking, with additional industries and civilization systems introduced as development progresses.

In the prototype today

  • Two drivable semi trucks requiring additional physics and handling refinement
  • One equipment-hauling trailer
  • A functioning equipment store
  • A functioning workshop
  • The ability to purchase trucks and configure their specifications

What’s next

The next development priority is a modular equipment system that makes it easier to add trucks, trailers, and industrial machinery without rebuilding purchasing and customization functionality for every model.

Following that, development will concentrate on realistic logging operations, vehicle refinement, cargo handling, and multiplayer functionality.

Long-term vision

Terra Genesis is intended to become more than a collection of individual simulators. It is a world where players create the transportation networks, industries, businesses, infrastructure, and communities that civilization depends upon.

One player may become a professional logging truck driver. Another may operate a large forestry company. Another may specialize in heavy equipment transportation, while another builds highways or serves as an elected mayor. Every profession contributes to the development of the same persistent world.

Terra Genesis — One Planet. Two Continents. A World Built by You.