Worlds that keep
running when you
look away.
Bloomforge is an independent games studio in Doncaster, South Yorkshire, building simulation games you can pull apart and put back together.
01 The library
Small catalogue. Deep games.
One studio, one thing at a time, finished properly. Everything we ship is a simulation first — a set of rules that produce outcomes nobody scripted, including us.
Loading the library…
02 In development
Godloam
A top-down living-dungeon god game. You never place a monster. You dig, you flood, you warm a chamber, you let something in — and then you find out what the cave does with it.
Underneath is a full ecology: flora that needs the right moisture and temperature before it will grow, colonies that forage and starve and relocate, predators that hunt other predators, and six elemental affinities that change the ground itself rather than just the damage numbers.
Create conditions, not outcomes
You cannot spawn a creature. You can make a chamber warm, wet and dark, and see what finds it. Every population on the map got there by living there.
The world runs whether you watch or not
Colonies forage, breed, exhaust their patch and move on while you are three floors away doing something else. Nothing waits for the camera.
Consequences are ecological
Burn out a predator and its prey explodes and strips the moss and starves. There is no undo, only the next thing that grows in the gap.
Every rule is a file you can open
Species, flora, terrain, hazards, events — all of it is plain data the game loads at startup. The tools we build the game with are the tools you get.
03 How it's built
A simulation core, and a thin window onto it.
The game is two programs joined at a seam we police carefully. Everything that decides what is true lives in a C++ core that has never heard of a game engine. Everything that draws lives in Godot and is not allowed to decide anything.
Determinism is enforced, not hoped for
There is no floating-point arithmetic anywhere in the simulation layer. A check runs before anything compiles and fails the build on a single one. The consequence is that a seed and a list of commands fully describe a world: the same inputs produce the same cave, tick for tick, on any machine.
The core cannot see the engine
A second check fails the build if an engine header ever appears in the core. It keeps the simulation testable on its own, portable off Godot if it ever needs to be, and honest about where each responsibility lives.
Nothing changes the world by accident
World state is mutable only inside explicit commands. A third check enforces it. Every change to the map is therefore a thing with a name that can be logged, replayed and reasoned about.
Level of detail all the way down
Individuals where you are looking; cohorts and coarse patches where you are not; render-only stand-ins that never touch world state at all. A cave keeps simulating at full fidelity while you are nowhere near it, because most of it is being simulated cheaply.
A fixed hundred-millisecond tick
Ten ticks a second, 7,200 to the in-game year. Frame rate and simulation rate are entirely separate, so speed controls change how fast time passes without changing what happens.
Eighteen gates before anything is called finished
Determinism and boundary checks, two build configurations, the full test suite in both, replay and world-generation anchors compared against recorded baselines, a content report, a performance budget, and headless engine scenes that run the real build. A stage that can be skipped quietly is not a gate, so none of them can be.
04 Build log
Progress, including the parts that went badly.
Development notes as the game is made. Screenshots are captured as each pass lands, so the log doubles as a record of how it looked at the time.
05 The studio
One developer, one very complicated anthill.
Bloomforge is the studio name of Lattice of Dreams Ltd, an independent games company registered in England and Wales and working out of Doncaster, South Yorkshire.
The work is deliberately narrow: simulation games with a real model underneath, built slowly and tested hard, aimed at players who want to understand a system rather than be shown one. Everything is made in-house — design, engine work, tools and content.
A second project is written and paused. Godloam has the studio's full attention until it ships.
- Studio
- Bloomforge
- Registered company
- Lattice of Dreams Ltd
- Company number
- 16780440
- Registered in
- England & Wales
- Based
- Doncaster, South Yorkshire
- Founded
- 2025
- Team
- One
06 Get in touch
Press, publishers, funding, or a good question.
Happy to hear from press and content creators, publishers and funding bodies, and anyone who wants to argue about carrying capacity.
Contact
The fastest way to reach the studio is email. A full press kit, including the factsheet and downloadable assets, is on the press page.