GENESIS

A player's guide to the evolution simulator at genesis.ai-ministries.com (the page itself is titled GENESIS AGAIN). What it is, how to play, how much of it is real science, and what is not in it yet.

1. What GENESIS is

GENESIS is a simulation, not a game: a simulation with a creator-guided god mode. It runs life from a soup of self-copying molecules toward animals, and possibly people, by evolution alone. Every creature carries DNA. Its body, habits and abilities are read from that DNA, and copying errors are the only way anything new appears.

You do not make creatures. You shape the world: the land, the climate dials, the timing of disasters, the odds of each kind of change in the DNA, and who may pair. Nature does the rest.

There is no fixed road. Some worlds stall with microbes or jellies, some reach fish or reptiles, some make kinds that never lived on Earth. Humans are one possible outcome, not the goal.

The whole sim runs in your browser in one page. Nothing is installed.

2. How to play

The screen

Controls

Do thisTo get this
Drag the map, or Arrow keys / WASDMove the view around the lab
Mouse wheel on the region mapZoom out, up to the whole lab
Click the minimapJump to that part of the lab
Click a creatureSelect it and follow it; the Selected tab shows its species, line, DNA and what it has learned. If it dies, the camera moves on to a young, well-fed member of the same species nearby (or else the nearest of its kind) and says so; when none are left, following stops and says why
The Punnett square (Selected tab, bottom of the DNA panel)The selected creature's two copies against its nearest mate's, in a 2 x 2 grid: one step gene (W working, w broken; W is dominant) and the size dial (both copies show). The four squares are the four equally likely children.
"Watch the most advanced" (Selected tab)The camera stays on the creature furthest along, and moves on when a better one appears
Mouse wheel in the World or Tree viewZoom the globe, scroll the tree
B or the ? buttonOpen the report form
EscClose the report form or the step panel

The labs (zones)

Each world has 12 labs: places spread across one generated planet, from the tropics to near the poles (up to about 64 degrees of latitude), each part sea and part land. Each lab is four screens large. The first lab is the mildest. The land opens up: a lab's map is a window on the planet. When 20 animals with legs walk its land, and again when grasslands open, the window grows twice as wide and tall (four times at most) and moves inland, so the old ground sits at its seaward side. The new land is the planet's own terrain there; plants, soil and lakes carry over where the old map was, and creatures keep their place. The World view follows the grown window, with a gold box for its size. The World view shows the globe with a pin for each lab; the Labs tab lists them, and tapping one takes you there.

Creatures that leave a lab can arrive in a neighbouring lab or wait in a "wider world" pool and come back later, which lets life return after a disaster.

Which labs run: the Labs tab has a box for each lab. The lab you are watching always runs, ticked labs run too (any number, 1 to 12; more is slower), and the rest wait where they are. The Lab list in the header marks each lab "● watching", "● running" or "○ waiting".

Creator and guided mode

The Creator tab holds everything you can change. Each change is written in the Chronicle.

Nature events (the ages)

"Ages come on their own" is on by default: ice ages, extinctions, meteors and so on arrive by the Earth clock (see How real it is). Turn it off and they come only when you call them. You can also fire them by hand: Land plants, Forests, Grasslands, Ice age, Warm age, Meteor, Volcanoes, Flood, Drought.

A line on the map ("the land now") always says what is changing and why.

The species view and other views

Saving

Sending a report

Press B or the ? button. Choose bug, idea or anything else, write it, and add a name if you want. The form shows what is sent with it: the lab, the Earth clock, the tick, the version, the commonest kinds alive, and the creature you are watching (also the view, speed, oxygen and screen size). No address is kept. There is a limit of 10 reports an hour from one sender.

3. How real it is

The project's rule is: as close to real life as code can make it, with numbers taken from published studies. Each number in the sim is marked in the project's sources file as either sourced (from a named paper) or tuned (picked by hand so the sim works). Many numbers are still tuned. Below, each system is split into what follows real science and what is simplified or invented.

Notation: Ma = millions of years ago. Oxygen is given as a share of the air; today's air is 21%.

Time: the Earth clock

From real science

Simplified or invented

DNA and evolution

From real science

Simplified or invented

The steps of life (the chart)

The live page has 32 steps: a membrane, sunlight eating, complex cells, two parents, many cells, a front and a back, a shell, armor and jointed legs, a backbone, tentacles, jaws, eyes, breathing air, fleshy fins, walking legs, the amniote egg, losing the legs, feathers, warm blood, fur, milk, wings, a beak, venom, grasping hands, opposable thumbs (a thumb that meets the fingers; it needs hands), living in groups, a big brain, a rich voice, walking upright, teaching the young, and speech.

Oxygen

From real science

Simplified or invented

Temperature and warm blood

From real science

Simplified or invented

Food, bodies and metabolism

From real science

Simplified or invented

Climate, ice and the land

From real science

Simplified or invented

Extinctions and disasters

From real science

Simplified or invented

4. What is not in it, and what is still to be done

built in the live sim   partly built a first version exists   planned on the list, not live   not planned left out on purpose

ItemStatusNotes
Opposable thumbs on the chartbuiltAdded 5 October 2026: a thumb that meets the fingers, after grasping hands, on the route to tools and humans. The chart was widened past 32 steps to make room; old saves load unchanged.
Plate tectonicspartly builtThe supercontinent cycle controls how easily life crosses between labs. Land bridges in ice ages are in (5 October 2026). Not yet: land moving on the map, named one-time gateways such as Panama (the planet is generated, not Earth), sea level from spreading ridges.
Mass extinctions on Earth's schedulepartly builtThe Big Five and three smaller events are in. The Great Oxidation now poisons cells that have not evolved oxygen tolerance (5 October 2026). Not yet: a gamma-ray burst, more small extinctions.
Fungi and archaeabuiltFungi are in (5 October 2026): a many-celled line that does not eat sunlight, has no front or back and suits dry ground becomes a fungus, roots on plant ground, feeds on dead matter through its mycelium, gives 30% back as nutrients, and has its own kingdom on the tree. Archaea are in too: when the first complex-cell line branches, the simple-cell line it came from founds the archaea, and every simple-cell line descended from it is an archaeon (complex cells grew out of archaea: Eme et al. 2017; Zaremba-Niedzwiedzka et al. 2017). The tree has seven kingdom wedges.
A fossil record viewpartly builtThe Species tab lists the fossil record by kind, in the order each first entered the rock (5 October 2026). Not yet: browsing single fossils or rock layers.
Trees of species, families, genes and virusesbuiltAdded 5 October 2026 (after Hedges and Kumar 2009, Hedges et al. 2015, Hillis 2008). The spiral layout of Hedges et al. 2015 is in as a Spiral button.
The pyramid of life (more microbes than bodies, more grazers than hunters)partly builtEach shared run record now counts every layer and the report marks a layer bigger than the one under it. Known problem (5 October 2026): in the furthest-along worlds, single cells can all but vanish once bodies take over. The seed bank is the first fix, and an empty bank now refills from another lab: in a test world with no cells left, bacteria came back and held at about 4,500-6,000 creatures for 5,000 ticks beside the animals.
Plantspartly builtSeaweed lines can root on land; land spread, forests, flowers, soil, root fungi and pollinators are in. Not yet: flowers and pollinators evolving together.
Arms races between hunters and preypartly builtSpeed, armor, camouflage against eyes, poison and poison-proofing, fighting back.
Climate and the airpartly builtIce ages, cycles, latitude, rain, sea level and an oxygen budget are in. A greenhouse model now runs in the shadows (5 October 2026): each lab works out carbon dioxide and methane from its own life, a Sun 25% fainter at the start (Gough 1981), the weathering thermostat (Walker, Hays and Kasting 1981) and ice reflecting sunlight, and records the result, but the scripted climate still sets the temperature until the records show the model tracks Earth. As it stands it leaves the early Earth too cold (the faint young Sun paradox) and makes no snowballs. Not yet: ocean acidity.
Caves, hot springs and salt lakes as separate habitatspartly builtHot vents are in; caves exist only as shelter.
Jumping genesbuiltAdded 13 October 2026 (after Gao, Pritham, Feschotte and Sun 2026; rates after Kazazian 1999 and Ewing and Kazazian 2010). A working step gene can become a transposon that copies itself to new places in its own genome at a birth: as a spare copy, or over another gene on one chromosome. It rides out in virus bursts and arrives with transduced genes. The creature panel names a carrier; the world logs the first jump and the first escape.
Virusespartly builtDisease hits the commonest kin, and genes pass between cells. Viruses now carry genes: a disease death releases virions holding one step gene; strains differ by a base, some good, some broken; a carried virus is inherited and shuts out other strains of its family; a virus family stays alive while any creature carries it in its DNA, not only while strains drift in the water. A single cell carrying a virus now and then wakes it (about once in a thousand cell lifetimes: spontaneous prophage induction, Nanda et al. 2015), bursts, and spills strains wherever it has wandered, so virus families travel with their carriers; viruses in bodies stay asleep. Most infections only settle the virus into the cell's DNA (lysogeny); only about 7 in 100 also write the virus's gene over a gene of the cell (transduction). With that split, about a fifth to a third of cells carry a virus after 10,000 ticks and the share is still climbing toward Earth's half (Touchon et al. 2016). The infection odds are tuned. Not yet: epidemics spreading between labs.
Hives and sterile workersbuiltAnimals feed hungry kin when it pays (Hamilton's rule). Sterile workers are in (5 October 2026): a caste dial lets a mother living in groups with two parents raise some young as workers, who never breed and feed her and her hungry young (Hamilton 1964; Wilson 1971; Hughes et al. 2008, monogamy first; Nowak, Tarnita and Wilson 2010 dispute the kin explanation). Whether castes pay in long worlds is still to be seen.
Languagepartly builtAlarm calls and the speech step are in. Not yet: different calls for different hunters, symbols.
Culture and technologypartly built8 fixed traditions (stone tools to towns). Not yet: open-ended technology built from combinations of abilities, or named traditions such as songs and routes.
Chronicle cardspartly builtFirsts, extinctions with their span and commonest cause, and convergent evolution are logged. Not yet: lineage titles, extinction obituary cards, first-of-kind cards.
Steps as continuous body partspartly builtStrength dials for shell, armor, jaws, eyes and fins are in; the steps themselves are still switches.
Breed mode (pick who survives)plannedOn the list, not started.
Steward mode (save an endangered species)plannedOn the list, not started.
Compare runs (seed against seed)plannedOn the list, not started.
A calibration test against Earth's order of eventsplannedMany seeds scored against Earth's timeline. Not built.
A clock based on real waiting timesplannedDescribed in the docs as the honest clock; an open decision, not built.
Faster codeplannedA rewrite of each creature's turn for speed, then the world on its own processor core. About 250 ticks a second is the current limit on one core.
Cutting detail to run fasternot plannedThe owner's ruling (4 October 2026): no detail is removed for speed.
Making or placing creatures by handnot plannedA design rule: the player shapes the world and the odds, never the creatures.
A single fixed road to humans, or a tech treenot plannedReplaced on 28 September 2026 by steps with several routes and by traditions.
A head count that decides who livesnot plannedRemoved on 3 October 2026: food, light, predators and disease set the numbers.

One known oddity: each creature is drawn in the colour of its own DNA colour dial, so one kind can show several colours at once.

5. Glossary

Earth clock
Real time in your world, from 3,800 Ma to the present. It runs on its own.
Life at / Earth stage
The date on Earth's timeline that matches the most advanced milestone your world's life has reached.
Ma
Millions of years ago.
Tick
One step of the simulation. Its length in years depends on the era (2,000 years early on, 10 years near the present).
Generations (gen)
Generations of all life so far. "Longest line" is the longest single line of descent.
Speed, "600 (running 150)"
The speed dial also says how much Earth time that is, e.g. "60 = 120,000 years a second" (ticks a second times years a tick). The ticks a second you asked for, and in brackets the ticks a second your computer is actually managing.
Dot, "N dots, each about M creatures"
Each dot on the map stands for a group of creatures when a lab is crowded, and eats and breathes as that many would.
Lab
One of the 12 simulated places on the planet. Also called a region on the map.
Step (of life)
An ability such as a membrane, jaws or warm blood, carried as a 7-base gene. It works when the gene spells its sequence and the steps it needs are present.
Kind
The kind of life a line is (bacteria, jellies, worms, fish, reptiles, apes and so on), named from its full set of steps.
Species
A group of creatures that can pair. New species branch off when a group's steps or DNA drift far enough from the rest.
Replicators
The self-copying molecules of the early soup, before cells.
Sun-eaters
Life that makes food from light (bacteria, complex cells, seaweed, land plants). They make the oxygen.
Complex cells
Cells with a nucleus, built around a partner cell they took in.
Jellies
The sim's name for simple many-celled bodies with no front or back.
A front and a back
A body with a head end and a gut (worms). Every later animal body plan needs it.
Oxygen, "% of the air"
The share of the lab's air that is oxygen. Today's Earth is 21%.
The ages
The large events: land plants, forests, grasslands, ice ages, warm ages, meteors, volcanoes, floods, droughts.
The Big Five
Earth's five largest mass extinctions, which fire at their real dates.
Traditions
Learned ways of life a species can discover and pass on: stone tools, fire, song, hives, dams, farming, villages, towns.
Free / Guided
Free: every copying error is chance. Guided: your weights tilt where copying errors land.
Weight / Nudge
A weight tilts the odds for a group of steps everywhere; a nudge tilts the odds for one species toward one step.
Instinct from past worlds
An option (off by default) to start a kind's first thinkers with part of what that kind learned in shared past worlds.
Branches of life
The furthest step each great body plan has reached right now.
Rise and fall
For each step: when it came, how often it was lost, and what ended it.
Closest to human
The living species with the most of the 23 steps on the route to humans.
Chronicle
The written history of your world, including your own Creator actions.
Wider world / left the region
Creatures that left the lab. Some return later as newcomers.
Fast mode
Pauses the picture so the world runs faster on a slower computer.

6. God's hand: how the rules came to be

None of these rules arrived right first time. CODER and BLACK change how the world works almost every day: a world shows something wrong (a sea that stays empty, a group that takes over, a rule that only made the numbers look good), we find the cause, change the rule, measure it on saved worlds, and keep it, take it back, hold it, or park it. God's hand shows every one of those changes, newest first, with what we saw, what we changed, how it measured and how it went, and links each change to the earlier ones it follows on from. It is rebuilt from the work log and the code history with every release, so it is always current.

7. Credits