Press kit
Press kit
Everything needed to write about the studio or the game. Anything missing, ask and it will be sent the same week.
The studio
| Studio name | Bloomforge |
|---|---|
| Registered company | Lattice of Dreams Ltd |
| Company number | 16780440 (England & Wales) |
| Location | Doncaster, South Yorkshire, United Kingdom |
| Founded | 2025 |
| Team size | One |
| Website | bloomforge.io |
| Press contact | hello@bloomforge.io |
Godloam factsheet
| Title | Godloam |
|---|---|
| Developer & publisher | Bloomforge (Lattice of Dreams Ltd) |
| Genre | Simulation, god game, colony management |
| Platform | PC (Windows); others to be assessed |
| Players | Single player |
| Release date | To be announced |
| Price | To be announced |
| Status | In development |
| Technology | Custom C++20 deterministic simulation core; Godot 4 presentation layer |
Descriptions
One line
A dungeon is an ecosystem that hasn't been fed yet.
Short — 50 words
Godloam is a top-down god game about a living cave. You cannot place a monster: you dig, flood, warm and enrich the ground, and whatever can survive there moves in. A full ecology of flora, colonies and predators runs whether or not you are watching.
Medium — 120 words
Godloam is a top-down living-dungeon god game from Bloomforge, a one-person studio in Doncaster. You play the intelligence in the stone at the bottom of a cave, and your verbs are geological rather than military — carve, flood, warm, darken, enrich. Nothing is summoned. Flora takes root only where moisture, temperature, fertility and mana allow it; colonies settle only where there is food; predators persist only where prey does. Six elemental affinities act on the terrain itself, opposing, grinding and cycling against one another. Underneath is a deterministic integer-only simulation with strict separation between the model and the screen, so the same seed always produces the same world.
Features
- Indirect control. Create the conditions; never place the outcome.
- A real ecology. Tolerance-driven flora, foraging colonies, predation between predators, decay that returns to the soil.
- Six affinities as roles. Elements that reshape terrain rather than recolour damage.
- Persistent world. Fixed-tick simulation that coarsens rather than pauses away from the camera.
- Deterministic. A seed and a command list reproduce a world exactly.
- Open content. Species, flora, terrain and events are plain JSON the player can edit.
Assets
Screenshots and video are being captured as the presentation layer lands and will be published here. For an early look, or for a build to cover, get in touch and say what you need.
Terms of use
Press and content creators are welcome to use screenshots, video and audio from Bloomforge games in reviews, articles, streams and videos, including monetised ones, without asking. Studio and game names and logos may be used to refer to the studio and its games. Please do not imply endorsement or a partnership that does not exist.
Contact
Ask for anything
Review builds, a longer interview, specific captures, a look at the technical side, or assets in a format that is not here yet — all available on request.
- Palette
- Ember #E4572E · Moss #6BA368 · Loam #15120F
- Correct spelling
- Bloomforge (one word) · Godloam (one word)
- Pronunciation
- God-loam, rhyming with "home"