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Short version. A god-sim where every spark is a simulated soul. Zoom from one person's life out to a whole world that curls into a torus; raise land, call rain, touch a single fate — and ask any place why it became what it is.
Longer. Vonkelveld is a game of tending and witnessing rather than commanding. You are a force, not a king: you cannot order anyone to do anything. You shape conditions — raise land and sink it, call the rain, warm the air, bless the ground, kindle worship, bring ruin — and then let time run. The people choose for themselves where to settle, when to flee, and who to follow.
Pull back and hearth-lights bloom into villages, villages into cities with real streets. Zoom out further and the map closes into its true torus form. Dive the other way — past the clouds, past the rooftops — and follow one person through their whole life: their family, their needs, their memory, their death.
The Chronicle narrates your world's history as it happens. Point at any place and ask why here, and the game answers with the actual causal chain that produced it, traced back through the years — your acts, the climate, migration, collapse, chance. Not flavour text. The real reasons.
And a world is nothing but a seed plus your choices. Send someone your seed and they play the byte-identical world, so the gap between two players is skill and not luck.