Seven waves of rising energy have saturated the vacuum. The field can hold no more.
Energy now condenses into matter and antimatter — created in perfectly equal pairs, exactly as the Big Bang made them.
Pairs annihilate to nothing. Only a surplus of matter survives to build a universe. At first, only your own hand can break the symmetry: tap to make it. Spend what the Forge makes on more Forges.
The goal of Act I: bind 10⁸⁰ protons and neutrons — every atom of the observable universe. Finishing earns Seeds for your next universe.
Every Forge the ratio safely allows, bought the moment you can afford it — including while the app is closed.
Offline catch-up extends from 8 hours to 24 hours, and Forges keep compounding through it instead of sitting on an idle bank. It never spends past the safe ratio, so it cannot collapse your universe. You can switch it off at any time and buy by hand.
You pushed the surplus past one part in a billion. Spacetime crunched — and bounced.
The real universe kept its imbalance near 1 in 10⁹. Push past it and the geometry gives way.
Matter and antimatter collide across all creation. Everything paired cancels to light.
What remains is the surplus — and it is enough. These quarks bind into the first hydrogen atoms.
Thank you for playing. Simple Seed is made by one person at Little Goldsmith Games — free, and with no ads.
ACT II · CHAPTER A
One second old. Your universe holds 10⁸⁰ protons and neutrons — about six protons for every neutron. A free neutron decays in about fifteen minutes.
For now, 1.6 billion photons for every particle — the light left over from your annihilation — break apart every nucleus that tries to form. At three minutes that stops. Then tap to fuse neutrons into helium: the universe holds its breath until you have fused enough — and every tap after that is more helium.
Act II runs from here to a universe ready for life, about nine billion years later.
ACT II · CHAPTER C
A billion years old, and a galaxy like ours. Its gas is hydrogen and helium only.
Hold the cloud in the sky: a star grows, bigger the longer you hold. Let go to light it. Without metals only big stars can form — and big stars burn fast and explode. That is how new elements are made.
Every kind of star you build by hand once gets a card, and you can build it again and again. Fill the list for a universe ready for life: heavy elements, every element family, long-lived stars, planets — and some black holes, but not too many.
Thank you for playing. Simple Seed is made by one person at Little Goldsmith Games — free, and with no ads.
Heavy elements, every element family, long-lived stars, planets, black holes at the hearts of galaxies. Your universe could hold life now.
Look for life whenever you like — it finishes Act II. Or keep building first.
A critical amount of your matter is in black holes. Further black holes can lead to a universe unsuitable for life.
Supergiants collapse into black holes and lock away a third or more of their matter — the heavier the star, the more. Build no supergiants for a while — blue giants, white and yellow stars, red dwarfs instead. New gas keeps falling into your galaxies, and the share falls again.
So much of your matter has fallen into black holes that the galaxies can no longer form stars. Real galaxies like this exist: astronomers call them “red and dead”.
This update was built from tester feedback: a gentler start, a steadier matter phase, new goals, sound, and a living view of your universe.
This screen is part of the update. Nothing has crashed and nothing has been deleted yet.
To play the new version the way a new player will, start a new universe. Or keep your progress and carry on under the new rules — the matter phase is rebalanced, so the numbers will change.
Your universe is taking shape. What will you call it?
CHOOSE ITS SIGIL
Everything in this universe starts over: energy, generators, laws, the matter phase.
Your Seeds, Constants, Codex, play streak and settings are kept.
SIMPLE SEED v1.1
Some physicists think black holes may give birth to new universes, each with slightly different laws of physics. Lee Smolin called it cosmological natural selection.
The new universe starts from the vacuum and chooses new laws (or takes your law presets). You keep your Seeds, Constants, Codex, play streak and settings. Spend Seeds on Constants to make each universe faster than the last — or keep them: unspent Seeds add to all output, each one a little less than the one before.
0 SEEDS
Constants are permanent and work in every universe. Initial conditions start with the next one.
v1.2
Your universe is ready for life. Continue it into Act III with the button under the sky.
Mass extinctions leave survivors. In 1.7 an extinction could leave a world with no life and no way back. Now a few of your oldest lineage live on, and tapping always makes a little life when nothing else does. A world 1.7 left empty has its survivors back. Each extinction leaves 1 Resilience, and the next one needs a thousand times more life grown.
The tree contemplates. Before you leave, tell it how long you will be away (1–12 hours). It thinks about life, the universe and everything, and its mind — the biggest idea it can start — grows. Thought is never lost.
New ground for new trees. Veins come in grades, from trace to high. Water runs from moist soil to sodden mud to rare springs. Fertile soil trickles phosphorus and potassium, and rival roots guard the richest veins. A tree planted in 1.7 keeps its world.
A map of your tree (▦), with a side view through every level. New elements glow the first time your roots sense them.
The first three minutes wait for you. At the fusion window the universe holds its breath until you have fused 90% of the free neutrons; every tap after that is more helium. And each time a universe of yours enters Act II again, its opening runs faster: ×2, ×3 … up to ×10.
Also new in 1.7 — Act III, The Green. Finish Act II and your universe goes on: choose a star, and life begins from molecules that copy themselves. Ride the error threshold for Novelty, evolve through fourteen eras, settle your star's other worlds, then drift between the stars and galaxies to the Green Singularity. It is a long Act — years — and seeding from it pays ×100 Seeds.
The intelligent tree. When your spores reach the first other star, a tree wakes. Grow its roots by hand on the world you choose, take over rival plants for Thought, and learn every element of the periodic table — one idea each — and a few beyond it. What it learns makes your spores spread faster.
Six new Constants for Act III, from Seed level III.
Stellar generations. No star you build is lost any more: 1.6 dropped every star past the 12th; now the newest 24 are shown and older ones join their kind. Your stars drift slowly outward. Repeats vary a little in size. Once you have built all five kinds, “Your own” becomes Random formation — the only way to the smallest and largest stars.
Cosmos. Your universes is at the top and easier to read; the daily tasks hide once all three are done.
Also new in 1.6 — repeat stars at one a second. Once you have built a kind of star by hand, choose it under the sky and hold: one star every second, whatever its size, for as long as you hold. Your own star still grows stage by stage.
The sky scrolls. Only the centre of the sky — the gathering cloud — is held. Everywhere else you can scroll the page.
Time away, rebuilt. Away from the game your universe runs at 25%. Speed of light now has 12 levels (3 Seeds, doubling each level), each adding an hour at full speed. Your away plan builds for the first half of those hours; after that, what your universe makes waits for you to spend.
Rees's numbers open after Act II. Q, ε, Ω, λ and N can be bought once one of your universes has finished Act II. λ now raises the 25% in both Acts. Levels you already bought keep working.
Daily tasks in Act II. New Chapter C tasks for what you do yourself — stars built by hand, several kinds a day, the list for life. New tasks put a dot on COSMOS.
Your universe was in Chapter C. Chapter C is new, so it starts again from its first galaxy. Everything before it is kept.
Also new in 1.5 — build stars by hand. In Act II's last chapter the sky is the button: hold the cloud and a star grows heavier the longer you hold; let go to light it. Each kind of star you build once by hand gets a card that keeps forming it; ★ marks the card that pays back soonest.
A new goal: a universe ready for life. Heavy elements, every element family, long-lived stars, planets and black holes — one list under the sky shows what is still missing and which star makes it. Watch the black-hole gauge: too many, and your universe can no longer hold life.
Self-organisation, once per Act. Its Act II levels open after you finish Act II by hand once. Act I's levels cost more now; levels you already bought are kept.
Clearer start of Act II. The first three minutes show a countdown and the neutrons decaying; gathering gas for the first star shows the cloud collapsing. Two new laws: how white dwarfs explode, and pair instability.
Also new since your version — Act II. Finish Act I and your universe goes on: the first three minutes, the Dark Ages and the first stars, then galaxies and stars. New laws, and Martin Rees's numbers as new Constants.
Seeds pay for progress. Seeding pays 20 × √(how far the universe is built) + 5 for finishing + 1 for each Discovery that has never earned a Seed before. The seed button shows what you get now and at the finish. Unspent Seeds still add to all output, each one a little less.
Law presets. From your second universe, set each law once (Ask / A / B) and it is chosen for you — even while you are away. Once every upgrade is bought, the Upgrades tab becomes the Laws tab.
Easier to read. A ★ marks the best-value generator, small cards show their name, the top bar stays on one line, every popup scrolls, and Settings has a Questions page.
Fairer. The away plan can buy generators from Wave 7 until Quantum Divergence; upgrades that stop working after Divergence are hidden; setting the clock back no longer stretches a boost; your universe's name is asked only once.
Also new in 1.3: laws of physics at every wave, the inflaton pulse, away plans, Forges by hand and Confinement, four buy modes and small cards.
Your progress is kept.
More answers appear as your universe grows.
Laws are permanent for this universe. A new universe can choose differently.
—
ACT III · THE GREEN
Your universe is ready for life. Around which of the stars it made will life begin?
The choice is for this universe. Act III starts from chemistry: molecules that copy themselves, badly.
THE INTELLIGENT TREE
Only one will ever grow in this universe. The choice is final. Each world has its own light, water, ground and neighbours — and every other settled world sends the tree its own element.
THE INTELLIGENT TREE
Everything your roots know on this level. Tap a spot to look there.
Every level at once, the crown on top. Tap a level to go to it.
—
—
From one copying molecule in a warm pool to every galaxy there is.
Thank you for playing. Simple Seed is made by one person at Little Goldsmith Games — free, and with no ads.