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A jam submission

Horse PowerView game page

Sandbox/Simulation - Forge a thriving(?) civilization of not-very-colorful, not-very-magical equines
Submitted by ∆•RYZ (@deltaryz) — 1 hour, 5 minutes before the deadline
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Horse Power's page


CriteriaRankScore*Raw Score

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version

Wildcards Used
restart on death (all workers can die)

Game Description
Forge a thriving(?) civilization of not-very-colorful magical equines in this sandbox simulation

How does your game tie into the theme?
You are forging civilization via questionable means.


Discord Username(s)

Participation Level (GWJ Only)

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Fun game! I think a sim type game could really work with this theme and be pleasantly enjoyable. Kudos to you for trying it out, I think you did a great job.


Nice sim type game, little different for the genre, but worked well. Few bugs with pathfinding, but other than that was a fun little experience. Nice job!


Glad you enjoyed it! I've been working on a few bugfixes and updates in the version at - there were some issues with the submission I didn't have time to fix before the deadline.


- update to godot 4.2.2 (fixed audio crackling)

- added fast forward

- fixed bug where workers got stuck trying to farm at an unreachable position (you can now wall them off and specialize them)

- fixed bug where workers eating food erroneously held an item on their way to eat

- fixed bug where worker death would not repopulate their current task for other workers to perform

- enabled progressive web app support so android users can run in fullscreen

- workers now pick the closest available task/storage instead of randomly

- target indicators no longer visibly spam random positions when a worker is thinking

- worker health bars now continuously update

- food will spoil if left uneaten

known bugs present in this version:

- overall performance has degraded somewhat - need to ensure unused nodes are properly cleaned up & logic isnt too inefficient

- carrying a corpse to storage seems to bug out and workers get stuck trying to do that sometimes, may appear flickery


Very nice, I’ll be sure to go back and check it out!


It's great to see a god sim game in a game jam, I know they take a lot of work to make and code. The game feels like a great base which could be further expanded in the future.  Well done!


Pretty awesome game! Reminds me a lot of Rimworld, and it was great to see your progress in Discord!!


Thanks for the submission. It was interesting trying to balance rocks vs trees and trying to understand the mechanics of food/wood/stone production (and also a bit funny that the rocks had to grow :)). I think it would be cool if the horses would choose a location closer to them so the placement matters a bit more (e.g. I built storage in the corners, so the horses wouldn't have to go far, but they chose a storage box across the map from where they were).


Yeah, currently they pick a lot of things completely at random. They aren't the smartest workers.
Making them pick storage based on distance was on the to-do list, but I wasn't able to get to that before the end of the jam.

Thank you for playing!!!!


Nice game, I always enjoy resource gathering and collection games. Agreed that a speed toggle would be nice. The logic behind the game must've been quite interesting!

Developer (2 edits)

Good idea! I realized after sleeping that I had made the economy rather difficult to maintain, and that was hard to tell after crunching for 8 hours on the final day. In earlier builds the workers would more quickly accumulate resources and multiply, and I think that's what made it so hyponotic to early playtesters - I may have made the economy a little too hostile.

It also doesn't help that the farming logic is bugged and they don't recalculate an unreachable position like they are supposed to. This prevents you from being able to put them in boxes, which was supposed to be possible. Doing that would have made it easier to ensure you're getting a more consistent resource throughput by segregating worker duties, but that isn't very helpful if they get stuck trying to go somewhere they can't.

It might be rather difficult to make a speed adjustment, however I might be able to achieve a similar effect with a difficulty scale that tweaks resource payouts and cooldown timers. That way you aren't required to babysit them as much, and they'll populate faster.

EDIT: You can play an updated version with gamespeed toggle and bugfixes at


An original take on the theme. I would like it if there was a speed toggle to make the simulation run faster since the whole process of planting, growing, and harvesting takes quite some time. 


Excellent suggestion! I've already implemented that (as well as some bugfixes) in the version running at