Tap or drag on the pond to drop food. Each drop costs some of your nutrients, and the nutrients slowly refill. Every 15 seconds a new generation begins with a new season. Keep the species alive for as many generations as you can.
Inspect a frozen gene-pool sample. The live pool keeps running during play.
Energy-only estimate at the sampled season and generation. Meals, births, swallowing, predators and future seasons are excluded.
Evolution Sim is a small pond of simple creatures. Each one has three traits that its children inherit: speed, size and sense (how far it can spot food and danger). Your job is to keep the species alive for as many generations as you can.
Tap or drag on the pond to drop food. Every drop costs 12 of your 100 nutrients, and the nutrients refill steadily. A creature that eats gains energy, and one with enough energy has a child whose traits are a slightly random copy of its own. Big and fast bodies burn energy quickly, so no trait is free.
Every 15 seconds a new generation starts with a new season: a calm season, an algae bloom with plenty of food, a drought with very little, a cold snap that is hard on small bodies, a heat wave that is hard on big ones, or predators that catch slow creatures far more easily than fast, sharp-eyed ones. The bars under the pond show how your gene pool has drifted from where it started. If every creature dies, the run ends and your best result is saved on this device.