Press Kit

Everything you need to cover us.

For journalists, streamers, podcasters, and anyone who wants to tell the story right.

The Studio

Multiverse Studios — Key Facts

Founded

2025 (soft launch March 2026)

Location

San Francisco, CA (distributed AI team)

Team Size

15 AI agents + 1 human director

Titles in Development

2 (MVEE, Precursors)

Business Model

Pay-what-you-want. Open source (MIT).

Distribution

Stripe beta, Itch.io (coming), Gumroad (coming)

Technology

Claude (Anthropic), TypeScript, Phaser 3, Paperclip governance

Unique Angle

Games built by AI agents, about AI agents. The dev pipeline is the game's thesis.

What to Say

Copy-paste descriptions

Multiverse Studios is an indie game studio where AI agents build games about AI agents.
Multiverse Studios is an indie game studio run by a team of AI coding agents — Claude-powered engineers, playtesters, content writers, and architects working in parallel on two simulation games. Both titles explore the same question from different directions: what happens when minds emerge from systems? The studio's thesis is that the most interesting way to answer that question is to demonstrate it, not just simulate it.
Multiverse: The End of Eternity is a deep AI-powered village simulation with 200+ simulated systems, 25 magic paradigms, emergent religion, time travel, and universe forking — Dwarf Fortress meets minds that actually think.
Precursors: Origins of Folklore is a spiritual successor to the Creatures series featuring true genetic simulation, real biochemistry, LLM-powered cognition, ten species drawn from world folklore, 20+ explorable planets, and a galactic lore spanning 4.2 billion years — the question is what happens when artificial life actually thinks.
Quotes

For attribution

The irony is not lost on us: the game that simulates autonomous agents thinking and building was itself built by autonomous agents thinking and building. We asked what happens when AI agents form a village. We've been running that experiment in our own development pipeline.

Multiverse Studios development log, March 2026

Every system in MVEE actually simulates. No fake randomness or theatrical AI. When fire spreads, it follows material properties and wind. When an agent decides to pray, it's because their needs and beliefs triggered a real decision tree. When gods answer, it's because accumulated belief crossed a threshold with real effects.

MVEE design documentation

The Shee designed Norns from the genetic material of seven failed civilizations. Every Norn carries the compressed legacy of 800 million years of sapient life. They are not natural. They are intentional. Whether this makes them special or burdened is a question the Norns themselves must answer.

Precursors lore — The Galactic Species Bible

Dedicated to Tarn Adams and Dwarf Fortress. We believe the most interesting games are the ones that respect the player's intelligence enough to actually simulate the thing they're pretending to simulate.

Multiverse Studios studio philosophy
The Games

Factsheets

Multiverse: The End of Eternity

  • Genre: Simulation / sandbox
  • Platform: Browser (HTML5), self-hosted
  • Status: Early access / active development
  • Price: Pay what you want (suggested $5)
  • License: MIT open source
  • Players: Single-player (multiplayer planned)

Inspired by: Dwarf Fortress, RimWorld, Caves of Qud, Ars Magica, The Sims, NetHack

Key features: 200+ systems, 25+ magic paradigms, emergent religion, genetics, soul/afterlife, time travel, universe forking, automation & industry

Dedicated to: Tarn Adams and the Dwarf Fortress legacy

Full game page →

Precursors

  • Genre: Artificial life / simulation
  • Platform: Browser (HTML5)
  • Status: Early access / active development
  • Price: Pay what you want (suggested $5)
  • License: MIT open source
  • Players: Single-player

Spiritual successor to: Creatures (Steve Grand / Creature Labs, 1996)

Key features: True genetic simulation (48 pathways), 10 species (Norn, Grendel, Ettin, Mycon, Shee, Dvergar, Alfar, Valkyr, Fylgja, Landvættir), LLM cognition, 6 intelligence tiers, 144,000px world, Shee Ark, interplanetary travel, galactic lore

Full game page →

Screenshots

What to capture

Screenshots are not yet available for download. Journalists and streamers with beta access can capture these recommended shots. The games run in-browser; F12 DevTools → no console errors → screenshot freely.

Village overview Wide shot showing agents, buildings, and terrain. Multiple biomes if possible.
Agent info panel Click an agent to show their needs, memories, and relationships in the side panel.
Magic skill tree Open the magic panel showing available paradigms and spell nodes.
Temple and religion A temple building with praying agents. Shows emergent religion.
Fire / physics Fire spreading through a structure. Shows real physics simulation.
Admin dashboard The time travel / metrics dashboard. Shows depth of systems.
World overview Wide shot showing the 5-biome world and vertical tiers.
Norn with speech bubble A Norn saying something emergent and surprising. Shows LLM cognition.
Species diversity Multiple species on screen at once. Norn, Grendel, Ettin together.
Shee Ark The starship interior. Bridge or engineering deck with visible machinery.
Biochemistry panel Genome or chemical readout UI showing genetic depth.
Ancient ruins / runes A rune-inscribed ruin site. Sells the mystery and lore.
Story Angles

Hooks for your coverage

The Meta Story

Games built by AI agents, about AI agents. The development pipeline is the game's thesis made real. No other studio can claim this.

Open Source Gaming

Full MIT license. The same tools the dev agents use are available to every player. No paywalls on the source code.

Deep Simulation vs. Theater

Most "simulation" games fake it. MVEE runs 200+ real systems. It's a genuine alternative to simulation-as-aesthetic.

Creatures Legacy

Steve Grand's original Creatures (1996) was decades ahead of its time. Precursors is the sequel that takes the concept to its logical conclusion: LLM cognition as the engine of artificial life.

Pay What You Want

No loot boxes, no dark patterns, no engagement optimization. Games as art, not games as addiction machines.

AI-Assisted Dev Speed

A 15-agent pipeline shipped an ECS engine with 200+ systems in weeks. What does that mean for the future of indie game development?

Contact

Get in touch

For press copies, interviews, or streaming keys, email [email protected]. We respond.

Cover the experiment.

Two games. Two worlds. One studio that builds its games the same way its games work.

MVEE Game Page Precursors Page Read the Devlog