Vonkelveld Press Kit
Vonkelveld

Press & creator kit · Early Access

Every spark is a soul.

A deterministic god-sim of tending and witnessing. Shape the world — never the people — then ask it why it became what it is, and get the true answer.

Coverage permission

Yes — cover it, keep the money.

Blanket, standing permission for every creator and outlet. You do not need to ask, and there is nothing to sign.

  • Record, stream and publish any part of Vonkelveld, including the full game, start to finish. No spoiler rules, no gated content.
  • Monetise it — ads, sponsorships, memberships, Super Chats, Patreon, brand deals. Revenue from your video is yours.
  • No embargo and no review window. Post whenever suits you.
  • Use anything in this kit — screenshots, key art, logo, the trailer — in thumbnails, articles and video.
  • Say what you actually think. A key buys coverage, not a verdict. Negative reviews are welcome and no key will ever be withheld over one.

The only ask: it is Early Access, so please say so, and please say which version you played — the build number is in the bottom corner of the main menu. The game changes most weeks.

Fact sheet

The essentials

Title
VonkelveldAfrikaans, “spark field” — roughly FON-kul-felt
Developer & publisher
Software MoosSBridgette Graham · South Africa
Release
2 July 2026Steam Early Access — live now
Current build
v0.44.0“The World Lives” · weekly update cadence
Platform
Windows 10/11 64-bitFull controller support · no Mac or Linux build
Price
$14.99 USDRises to $19.99 at 1.0 · regional pricing applies
Demo
Free on SteamApp 5004540 — a separate, pruned build
Steam App ID
4846840
Languages
11 in-gameEN · FR · IT · DE · ES · JA · KO · PL · RU · ZH-Hans · AF — store page in 10 (no Afrikaans slot on Steam)
Achievements
32
Players
Single-playerSteam Cloud · Remote Play · Family Sharing
Engine
None — custom Rustwinit + wgpu + egui, one native executable
Genre
God game · SimulationSandbox · Colony sim · Life sim · Strategy
Install size
500 MB
Press contact
info@vonkelveld.com
Keys
Keymailer & directMost requests approved automatically

Description

Boilerplate — take it as written

Approved copy. Quote, trim or rewrite it freely; no approval needed either way.

Everyone faces the same Long Winter. What will your hand preserve?

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.

What makes it different

Six things worth writing about

Ask why, get the truth

Why-Here returns the real traced causal chain from the world's own Chronicle — not a canned line. The simulation can explain itself.

One seamless scale

From a single person's face to the whole torus and back with no loading screen, no mode switch, no seam.

Deterministic to the byte

Fixed-point maths everywhere state is kept, so a seed plus your input log replays byte-identically. Same seed, same world, every time — which makes two players' outcomes directly comparable.

No stock art, no AI-generated imagery

Every icon, capsule and splash is a list of drawing primitives rasterised on demand; the sound is synthesized at runtime. The look is arithmetic, not an asset store.

Losing is the point

The cold, the flood, the fire — each world's doom arrives. You cannot save everything. The score is what your hand preserved and what it learned to let go.

Accessible by construction

Colourblind palettes, reduce-flashing and reduce-motion switches, adjustable text size and UI scale, save anytime, no timed input, difficulty you set yourself.

For creators

Practical things you'll want before you record

Your VODs are safe

Every sound in the game — music, ambience, effects — is synthesized at runtime from the game's own primitives. There are no licensed recordings and no samples, so nothing here should mute a VOD or trip a content claim.

A seed to play on air

Because worlds are deterministic, we can all play the same one. Start The Long Winter and enter the seed vonkelveld — your world will be identical to everyone else's, so your run is directly comparable to theirs.

Sixty seconds that show the game

Cast a shaping verb and watch the prediction rings; let a few years run; dive from the torus down to one lit street; click a town and ask why here; read the answer aloud. That is the whole pitch in one clip.

How long a session runs

The demo's guided first act is 25–35 minutes. A full scenario run is open-ended — worlds are played for as long as they last, and the score is how long that was.

Honest notes

What to be accurate about

It is Early Access, and it means it. The core loop, eleven worlds, the Chronicle and Why-Here all ship today. Updates land weekly or faster. The price rises at 1.0, which is milestone-driven with no fixed date.

Windows only. No macOS or Linux build. It has not been verified on Steam Deck, so please don't describe it as Deck-ready.

Demo saves carry into the full game on the same machine. That carry is local — it does not follow you to another PC.

Content. Worlds end. There is famine, drowning, fire and death, narrated abstractly and without gore. No sexual content. The game is unrated by any board.

Single-player, offline, no DRM beyond Steam, no microtransactions, no online services.

Minimum spec
Windows 10 64-bit · dual-core 2.4 GHz · 4 GB RAMAny DX12/Vulkan GPU including integrated · 500 MB
Recommended
Windows 11 64-bit · quad-core 3.0 GHz · 8 GB RAMModern integrated or entry-level dedicated GPU · 500 MB

The free demo

What the demo has, and what it doesn't

The demo is a separate, deliberately bounded build — not a timed trial of the full game. Stated plainly so coverage can be accurate.

Act I — First Valley

A guided world with four divine powers and one story-led moment. After the valley's ordinary ending you can stay on and experiment.

Act II — The Long Winter

Watcher or Steward, one fixed deterministic seed, seven divine powers. Hold the last lights against the frost until the demo's unresolved cliffhanger.

What the full game adds

All eleven worlds instead of two, free seed choice, every difficulty, the full verb set, 32 achievements — and the demo save carries into it on the same machine.

The worlds

Eleven authored worlds, each with its own doom

Every scenario plays differently because its pressure is different. These are the premises as the game states them.

long_winter

The Long Winter

A young people kindle their first fires in a warming world — but the warmth will not last. A great cooling is coming, and the green country shrinks toward the equator. You cannot save them forever; the cold always wins in the end.

Endure
hold_the_line

Hold the Line

The same Long Winter, but framed as a trial — and a far swifter one. Left alone, a steeper cold claims the whole world within a few centuries. Can your god-craft hold a living people past the year the ice would otherwise take them?

Endure · swift
emberfall

Emberfall

The same long cold closes over the world — but here a great mountain burns. Its breath holds a circle of warmth against the deepening winter, a hearth the ice cannot reach, and the people gather to it as the green country dies around them. How long can a single ember outlast an age of frost?

Endure
eon_long_winter

The Long Eon

The same cold is coming — but slowly, across ages. Generations will live and die in the long warmth before the first frost is even felt, and the green country will retreat by inches, not years. This is a winter measured in epochs.

Endure · epochs
drowning

The Drowning

The warmth never fails here — but the ground does. Inch by inch the land settles into the sea, and the coastlines come inward to drown the low country first. The people retreat to the high ground as their world becomes an archipelago, then a scatter of islands, then a memory beneath the waves.

Endure
burning_age

The Burning Age

No cooling comes for this world — the opposite. The sky catches fire and will not stop climbing. At first it is a gift: the frozen poles green, the harvests double, the people multiply beyond counting in a single blazing generation.

Endure
fragile_eden

Fragile Eden

A world in balance, and no doom written for it. The warmth holds steady; the green country neither spreads nor shrinks. There is no cold to fight here — only the delicate arithmetic of plenty.

Flourish
first_light

First Valley

Begin here. A small people have made their home in a green valley — the thriving heart by the river, and the farms out on the dry fringe. You are the god whose hand can call the rain, green the fields, warm the frost, and raise the hills.

Tutorial
free_play

Free Play

No prophecy, no clock, no cold on the horizon. A living world handed to you with a single instruction: shape it. Raise mountains and sink them, call the rain, kindle the worship of a quiet people, and watch what grows.

Sandbox
round_world

The Round World

A world without edges — sail east far enough and you return from the west; cross the northern ice and the southern ice is the same shore. Here the green belt is a ring, the seas are one ocean, and a people who wander far enough come home. A quiet, edge-less sandbox to shape at your leisure.

Sandbox
earth

Earth

The world as it is - the old continents in their places, low and wide between the great ranges: the long spine of the Americas, the desert belt of Afric, Eurasia from the western capes to the eastern isles.

Sandbox

Screenshots

Gallery

All captured in-engine at native 1080p from the shipping build. Free to use in coverage. Full-resolution PNGs available on request.

Earth — the old continents, run as a living world
Earth — the old continents, run as a living world
The world closes into its true torus form
The world closes into its true torus form
Bless Bounty cast under god-rays, the plan card up
Bless Bounty cast under god-rays, the plan card up
Descended to the street: every window is somebody home
Descended to the street: every window is somebody home
Raise Land armed, prediction rings live
Raise Land armed, prediction rings live
Follow one soul — the Locket keeps them close
Follow one soul — the Locket keeps them close
God-rays across the 3D relief world
God-rays across the 3D relief world
Emberfall: the white veil takes a failing world
Emberfall: the white veil takes a failing world
Dusk — the town kindling one homecoming at a time
Dusk — the town kindling one homecoming at a time
Why-Here: the world explains its own memory
Why-Here: the world explains its own memory
Mid-dive, from planet to district
Mid-dive, from planet to district
The night town wide: a constellation of hearths
The night town wide: a constellation of hearths
The Burning Age — a world being unmade
The Burning Age — a world being unmade
The colour system at dressing zoom
The colour system at dressing zoom
A household raises its hands — the full game UI
A household raises its hands — the full game UI

Video & assets

Everything else

Contact

Who to talk to

Vonkelveld is made by Bridgette Graham, working alone under Software MoosS — design, code, worldcraft, art and sound. Interviews, written Q&A and developer commentary are all available; just ask.

Press & creators
info@vonkelveld.com
Developer
Bridgette Graham
Studio
Software MoosS
Steam
App 4846840

Asset licence. Every image and video linked from this page may be reproduced in coverage of Vonkelveld — articles, thumbnails, videos, streams — without further permission. Credit “Vonkelveld / Software MoosS” where a credit is customary. No other use is granted.