- Gridworld v1.33 is live! - 22 January 2026
Gridworld v1.33 is live! v1.33 is out! This update is mostly about cleaning things up under the hood. No big new simulation mechanics this time, but the game should run faster, be more stable, and be easier for me to build on in the future. Important: because of internal code changes, old worlds won’t load anymore. Performance I replaced the old VBO-based buffering with shader-based rendering. This gives a nice FPS boost, especially when lots of symbols are on screen. I also did some smaller optimizations in the update logic, which adds a bit more performance overall. Stability Fixed a bunch of issues that caused launch problems for some players. The way the game is deployed and started should now be a lot more robust. If there are still issues, or new issues, please make a post on the discussion forum. Rendering UI The rendering window got a cleanup: fewer legacy options, simpler setup…
- Gridworld v1.30: Major Evolution Update - 21 September 2025
Gridworld v1.30 is live!I’m proud to announce version 1.30, the biggest update yet.This release brings stability and UI improvements, along with major new or improved simulation mechanics: digestion, toxins, multicellularity, webs, and more. Core Changes Introduction of digestion.Creatures now digest food instead of instantly converting it to energy. Digestion is specialized per food type, making it harder to switch between herbivore and carnivore diets. This adds ecosystem complexity, punishes omnivores, and greatly increases the chance of predator–prey splits, which in turn leads to co-evolution between predator and prey. Toxins ReworkToxins now disrupt neural signals instead of causing damage. They’re divided into two categories:Poison: stored for defense.Venom: injected into targets, or emitted on tiles.Multicellular Mechanics ReworkPrevious experiments with chains, muscles, and gro…
- Gridworld v1.27 - 1 September 2017
Hi Guys, It has been quite a while, but the patch v1.27 is finally here. Besides all the new additions and fixes, I have been refactoring (rewriting/improving) some of the code base. Its not something you can notice as a player, but it is important for future development. For the moment I am satisfied with the core mechanics of the simulation, so my main goals for the next patch are: Multihreading UI improvements / refactoring Neural network inspection Creature editor Until then, here is patch v1.27. Unfortunatelly old saves are no longer compatible with the new build. If you have any feature suggestions or bug reports, you can so on the forums. Thank you. Patch notes v1.27: Additions: Paint: Paint has been reintroduced. Paint is simply a coloration of a tile that fades over time, similar to poison but without the damage. Improvements: Less Crashing: Instead of crashing, an Error messag…
- Gridworld v1.27 - 1 September 2017
Hi Guys, It has been quite a while, but the patch v1.27 is finally here. Besides all the new additions and fixes, I have been refactoring (rewriting/improving) some of the code base. Its not something you can notice as a player, but it is important for future development. For the moment I am satisfied with the core mechanics of the simulation, so my main goals for the next patch are: Multihreading UI improvements / refactoring Neural network inspection Creature editor Until then, here is patch v1.27. Unfortunatelly old saves are no longer compatible with the new build. If you have any feature suggestions or bug reports, you can so on the forums. Thank you. Patch notes v1.27: Additions: Paint: Paint has been reintroduced. Paint is simply a coloration of a tile that fades over time, similar to poison but without the damage. Improvements: Less Crashing: Instead of crashing, an Error messag…
- Gridworld v1.26 - 15 June 2016
Hi Guys, I just updated Gridworld to v1.26 which contains a lot of changes, additions, optimizations and tweaks. Unfortunatelly, old saved files will no longer work. If you would like to continue a simulation in v1.25, please contact me. patch notes: version: v1.26 release date: 15-6-16 Additions/changes: - Made some changes to the workings of the stinger neuron in order to encourage the preference for creature to evolve armor neurons as they where barely used before. See the updated manual for more information. - The camera no longer switches to a new creature after the creature the camera is following dies. Instead I added the variable "switch when killed" to the microscope window. If checked, the camera automatically switches to a new creature when it dies. If unchecked, the camera stays on the spot the creature died at. - Random creatures can now be created with additional default n…
- Gridworld v1.26 - 15 June 2016
Hi Guys, I just updated Gridworld to v1.26 which contains a lot of changes, additions, optimizations and tweaks. Unfortunatelly, old saved files will no longer work. If you would like to continue a simulation in v1.25, please contact me. patch notes: version: v1.26 release date: 15-6-16 Additions/changes: - Made some changes to the workings of the stinger neuron in order to encourage the preference for creature to evolve armor neurons as they where barely used before. See the updated manual for more information. - The camera no longer switches to a new creature after the creature the camera is following dies. Instead I added the variable "switch when killed" to the microscope window. If checked, the camera automatically switches to a new creature when it dies. If unchecked, the camera stays on the spot the creature died at. - Random creatures can now be created with additional default n…
- Gridworld v1.23 - 16 April 2016
Hi Guys, I just updated Gridworld to version 1.23. Unfortunatelly, older saved worlds, creatures, and simulations settings no longer work. If you have any older simulations you would like to finish, please contact me. patchnotes: changes: - Linux support - Slight (UI) performance improvement - Improved physics for multicellular creatures that are connected in a chain. (connector) - Introduced new neuron "chain end". chain end neuron is used for movement of chained creatures (creatures connected in a chain) - Added a new font with upper and lower case chars - Font can be selected in the options menu in the main menu - Exporting creature now also exports a picture of the creature (for future workshop support) - The loading world menu in the main menu now shows a preview texture of the selected world - Increased maximum gravity value - Decreased absolute maximum of creatures from 8000 to 4…
- Gridworld v1.23 - 16 April 2016
Hi Guys, I just updated Gridworld to version 1.23. Unfortunatelly, older saved worlds, creatures, and simulations settings no longer work. If you have any older simulations you would like to finish, please contact me. patchnotes: changes: - Linux support - Slight (UI) performance improvement - Improved physics for multicellular creatures that are connected in a chain. (connector) - Introduced new neuron "chain end". chain end neuron is used for movement of chained creatures (creatures connected in a chain) - Added a new font with upper and lower case chars - Font can be selected in the options menu in the main menu - Exporting creature now also exports a picture of the creature (for future workshop support) - The loading world menu in the main menu now shows a preview texture of the selected world - Increased maximum gravity value - Decreased absolute maximum of creatures from 8000 to 4…
- Gridworld v1.21 - 20 March 2016
Hi everyone, Patch v1.21 is a big patch with lots of bugfixes, polishing and new things. Unfortunately, old saved files will no longer work. If you have been running a simulation and want an older version of gridworld to finish your simulation, please contact me and I will provide you with a link. Trading cards have also been added. They have been for a while now, but I did not make a seperate announcement for them earlyer. Here are the patch notes: - Simulation settings can now be saved and loaded seperately. New worlds can also be started with previously saved settings. Saving a world will still automatically save the settings. - Did some refactoring which reduces the chance of saved files becoming corrupt in future versions. - Worlds now have a "creator" variable (username). DNA created in that world now carries the creator name. The creator variable is also exported when exporting a…
- Gridworld v1.21 - 20 March 2016
Hi everyone, Patch v1.21 is a big patch with lots of bugfixes, polishing and new things. Unfortunately, old saved files will no longer work. If you have been running a simulation and want an older version of gridworld to finish your simulation, please contact me and I will provide you with a link. Trading cards have also been added. They have been for a while now, but I did not make a seperate announcement for them earlyer. Here are the patch notes: - Simulation settings can now be saved and loaded seperately. New worlds can also be started with previously saved settings. Saving a world will still automatically save the settings. - Did some refactoring which reduces the chance of saved files becoming corrupt in future versions. - Worlds now have a "creator" variable (username). DNA created in that world now carries the creator name. The creator variable is also exported when exporting a…
- Gridworld v1.21 - 20 March 2016
Hi everyone, Patch v1.21 is a big patch with lots of bugfixes, polishing and new things. Unfortunately, old saved files will no longer work. If you have been running a simulation and want an older version of gridworld, please contact me and I will provide you with a link. Trading cards have also been added. They have been for a while now, but I did not make a seperate announcement for them earlyer. Here are the patch notes: - Simulation settings can now be saved and loaded seperately. New worlds can also be started with previously saved settings. Saving a world will still automatically save the settings. - Did some refactoring which reduces the chance of saved files become corrupt in future versions. - Worlds now have a "creator" variable (username). DNA created in that world now carries the creator name. The creator variable is also exported when exporting a creature. The DNA list show…
- Gridworld v1.15, Fullscreen and more. - 14 February 2016
Hello Everyone. It has been a while, but I finally updated Gridworld to version 1.15. V1.15 contains the following content: - Fullscreen support. Gridworld can now be run in both windowed mode and fullscreen. The default is still set to windowed. - Changed JRE to version 8.51 in order to fix the "Pixelmode not accelerated" error for Intel Graphic users. - Added Vsync support. - Fixed weird screen flickering that happened when closing UI or saving and loading worlds. - Added dna list overlay. The dna list shows all different types of dna currently in the simulation. DNA is represented as a 6 character string. The difference between two DNA list items shows how related they are. for example, a difference of only one letter means a difference of one mutation. The DNA list overlay can be opened / closed with the y key. - Changed UI click sound - Added sound for placing things on the grid. -…
- Gridworld v1.15, Fullscreen and more. - 14 February 2016
Hello Everyone. It has been a while, but I finally updated Gridworld to version 1.15. V1.15 contains the following content: - Fullscreen support. Gridworld can now be run in both windowed mode and fullscreen. The default is still set to windowed. - Changed JRE to version 8.51 in order to fix the "Pixelmode not accelerated" error for Intel Graphic users. - Added Vsync support. - Fixed weird screen flickering that happened when closing UI or saving and loading worlds. - Added dna list overlay. The dna list shows all different types of dna currently in the simulation. DNA is represented as a 6 character string. The difference between two DNA list items shows how related they are. for example, a difference of only one letter means a difference of one mutation. The DNA list overlay can be opened / closed with the y key. - Changed UI click sound - Added sound for placing things on the grid. -…
- Gridworld V1.13 - 24 January 2016
I am please to announce Gridworld v1.13. It contains all fixes of v1.12 which I had to recall, plus a few extra fixes and additions. Unfortunately, saved world and creatures from older versions will no longer work, but exported creatures still work fine. - Memory has been optimized for lower use of memory and smaller file sizes. This should also reduce the chance of crashes or eliminate them for users who have experienced random crashes. - Crashes on saving or loading should be fixed. - Slider values can now be changed manually by typing. Just click on the value and then type the value. - Added a short description for each neuron type in the neuron property windows. - Clicking on neuron count in the microscope window will now open the neuron property window. - Changed the default colors of the UI. Thanks Faker for the suggested colors. - Fixed bug in which carcasses could replace other…
- Gridworld V1.13 - 24 January 2016
I am please to announce Gridworld v1.13. It contains all fixes of v1.12 which I had to recall, plus a few extra fixes and additions. Unfortunately, saved world and creatures from older versions will no longer work, but exported creatures still work fine. - Memory has been optimized for lower use of memory and smaller file sizes. This should also reduce the chance of crashes or eliminate them for users who have experienced random crashes. - Crashes on saving or loading should be fixed. - Slider values can now be changed manually by typing. Just click on the value and then type the value. - Added a short description for each neuron type in the neuron property windows. - Clicking on neuron count in the microscope window will now open the neuron property window. - Changed the default colors of the UI. Thanks Faker for the suggested colors. - Fixed bug in which carcasses could replace other…
- Gridworld v1.12 - 19 January 2016
EDIT: I just found out v1.12 is broken, so I had to revert back to 1.11. The external JRE is still used which means that the save and load crashes should be fixed, but the other points mentioned below are currenty not in gridworld. I am pleased to announce the release of Gridworld v1.12. This patch contains two important fixes and a bunch of small bug fixes and improvements. - JRE has been included in the Gridworld folder, which means that users no longer have to install java serperately. It also means that everyone is using the same java version. This most likely means that crashes during saving and loading are solved. I can't say this for certain because I can't test this, but that is what I suspect. - I have done some major memory optimizing. This should lead to less memory use, smaller file size of saved world and also less chance of crashes for those who experienced random crashes.…
- Gridworld v1.12 - 19 January 2016
EDIT: I just found out v1.12 is broken, so I had to revert back to 1.11. The external JRE is still used which means that the save and load crashes should be fixed, but the other points mentioned below are currenty not in gridworld. I am pleased to announce the release of Gridworld v1.12. This patch contains two important fixes and a bunch of small bug fixes and improvements. - JRE has been included in the Gridworld folder, which means that users no longer have to install java serperately. It also means that everyone is using the same java version. This most likely means that crashes during saving and loading are solved. I can't say this for certain because I can't test this, but that is what I suspect. - I have done some major memory optimizing. This should lead to less memory use, smaller file size of saved world and also less chance of crashes for those who experienced random crashes.…
- Gridworld v1.11 - 9 January 2016
Hi Guys, No fullscreen support yet, but instead a few other small important and minor fixes. This patch adresses the issues of Gridworld crashing when saving or loading that some players have experienced. Failing to save should no longer crashes the application. It should also provide and error window that can hopefully tell me more about why these crashes are happening. Failing to save will also no longer corrupt the old save you where trying to replace. Some other small fixes have been added too. Your old worlds will still work. The changes of v1.11: - Pausing simulation no longer pauses UI. - Fixed bug in which randomly generated creatures would not drop a carcass. - UI changes are now saved to the settings text file instead of the world. - Controls explanation window is taken out of option window and put in help window. - Seperated sound and video setting windows. - If saving a worl…
- Gridworld v1.11 - 9 January 2016
Hi Guys, No fullscreen support yet, but instead a few other small important and minor fixes. This patch adresses the issues of Gridworld crashing when saving or loading that some players have experienced. Failing to save should no longer crashes the application. It should also provide and error window that can hopefully tell me more about why these crashes are happening. Failing to save will also no longer corrupt the old save you where trying to replace. Some other small fixes have been added too. Your old worlds will still work. The changes of v1.11: - Pausing simulation no longer pauses UI. - Fixed bug in which randomly generated creatures would not drop a carcass. - UI changes are now saved to the settings text file instead of the world. - Controls explanation window is taken out of option window and put in help window. - Seperated sound and video setting windows. - If saving a worl…
- Hotfix Gridworld v1.10 - 4 January 2016
Hi, Some players have reported heavy FPS drops. I have been investigating and found that lamp neurons are responsible. The lamp neuron has now been disabled until I find a solution. Your old worlds will still work.