About
Settletopia
Settletopia is a fantasy colony simulation game with multiplayer support. Develop a small settlement into a thriving multi-settlement civilization that spans the world. Gather resources, construct buildings, explore diverse biomes, and establish complex logistic networks. Train armies, defend your people from looming threats, explore, and navigate the challenges of survival in a vast living world. You can play solo or with friends, you can forge alliances, wage wars, or chart your own path.
This project began as a dream over a decade ago, it took form in early 2022, and officially development started on January 24, 2023.
Read more about Settletopia’s development history here.
Who’s Behind Settletopia?
Hey! I’m Pēteris Pakalns, a solo developer passionate about colony simulation, sandbox survival, and factory-building games. I love the depth and complexity these genres bring. For a long time I’ve wanted to play a game that blends colony management, world exploration, outpost creation and logistics. I have wanted to play a colony simulation game with friends. After searching for years and finding nothing quite like it, I finally decided to create such game.
Read why I made this game in detail here.
Background
I’ve spent years working on efficient algorithms and data structures in competitive programming. I in teams with other students have qualified for and represented the University of Latvia at different programming competitions such as the student programming competition (ICPC) World Finals. I also help organizing and preparing national programming competitions for high-schoolers and university students.
In the IT industry, I’ve worked with C/C++, JavaScript, Java, Python, and Rust, but Rust stole my heart - it just works.
Those same performance-first principles are guiding the development of Settletopia, ensuring the game can handle large-scale civilizations, deep simulations, and multiplayer interactions without compromise.
Settletopia started as a pure Rust project, built with winit, wgpu, egui, and bevy_ecs. Over time, I’ve integrated parts of the bevy engine where it made sense, but large part of the game remains custom-built for performance and flexibility.