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Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.

A world-survival game

Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.
Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
  • Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
  • Create a player-run government to make decisions as a group, proposing and voting on laws
  • Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
  • Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
  • Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
  • A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
Eco
Strange Loop GamesDeveloper
Strange Loop GamesPublisher
2018-02-06Release
🎹🖱️ Keyboard + Mouse
Mostly Positive (6460 reviews)
VR Support
Hotfix 12.0.1 released!

Hey Citizens,

we have just released Hotfix 12.0.1 with the following changes:

  • Added: The setting for animal aggressiveness is now available in the ingame settings screen.

    [/*]
  • Fixed: Industrial elevators couldn\'t move when a cart was placed on them.

    [/*]
  • Fixed: Moving objects with the hammer ignored the placement restrictions.

    [/*]
  • Fixed: Some additional edge cases where placement restrictions were ignored.

    [/*]
  • Fixed: Shadow placement did not always show the correct color outline when a placement is blocked.

    [/*]
  • Fixed: The interaction tooltip when in shadow placement mode didn\'t show the reason why a placement is blocked.

    [/*]
  • Fixed: An issue that led to players being spammed with SetPath error messages.

    [/*]
  • Fixed: Multiple causes for errors found in player logfiles.

    [/*]
  • Fixed: Achievements that weren\'t yet achieved didn\'t display their tooltip on hovering.

    [/*]
  • Fixed: An issue with migration of worlds to Update 12 that could lead to delayed corruption of objects with persistent storage. Objects already affected by this issue unfortunately cannot be restored and will need to be manually reset.

    [/*]
  • Improved: Players that already own a marketplace item can now continue to view its details in the marketplace and purchase it even if they do not fulfill the achievement requirements. (Players were at no time restricted from using their owned items)

    [/*]
  • Improved: Missing blocks at and directly below roofs can count as windows again and do no longer break the roof, which invalidates a room.

    [/*]
  • Improved: Calorie damage and knockback strength from animal attacks significantly decreased.

    [/*]
  • Improved: Adjusted plant harvesting sounds and removed \"squishy / wet\" SFX.

    [/*]

Server & Configs:

Making the animal settings available in the ingame settings menu required us to move them to a different configuration file - make sure to update your configs if you have already made changes to these settings or simply use the ingame settings menu to set them again.

[u]Difficulty.template.eco[/u]

  • Added: \"AnimalAttackPattern\" config variable, determining how animals attacks work - defaults to \"AttackNormally\". Also takes \"DefensiveOnly\" to replace aggressive behaviour of predators with the defensive behaviour of other animals and \"None\" to disable animals attacking.

    [/*]
  • Added: \"AnimalUnprovokedAttackFrequencyMultiplier\" config variable, determining how likely it is that predators will attack players unprovoked - defaults to 1.0. Lower values will reduce the individual attack chance per animal, while higher values will quickly make it go to its maximum.

    [/*]

[u]Features.template.eco[/u]

  • Removed: \"AnimalAttackPattern\" and \"AnimalUnprovokedAttackFrequencyMultiplier\" config variables, as they were moved to Difficulty.eco.template.

    [/*]

Known Issues:

[olist]
  • If you are facing an issue where after entering a world for the first time in Update 12 you can\'t move your camera, please either change your mouse sensivity in the settings, reset your control settings or simply restart the game once to fix it permanently while we\'re looking into why that happens to some players and make sure to prevent it happening for the future.

    [/*]
  • If you are facing extreme brightness or saturation, please disable and re-enable the \"Reflections\" setting (or enable it, if currently disabled) in the graphics settings while we\'re looking into why those settings did not correctly apply to some players and work on fixing the graphics when reflections are turned off. We are also aware about feedback from some players that consider colours to be unpleasant with correctly working reflections and have created a feedback channel on our discord for affected players to post screenshots to help us with making adjustments to this.

    [/*][/olist]
  • [ 2025-10-11 16:46:56 CET ] [Original Post]

    Minimum Setup

    • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
    • Storage: 2 GB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
    • Storage: 2 GB available space
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