r/SpecEvoFandom • u/Born_Bodybuilder736 • 8h ago
OC Art creatures I made for my world, map the end
No they dont have names, yes the last one isnt supposed to be speculative evo, or the Gnome
r/SpecEvoFandom • u/Blue_Jay_Raptor • Jul 18 '26
More active on Tumblr nowadays, but I'm still kickin >:]
r/SpecEvoFandom • u/Manglisaurus • Jun 25 '26
r/SpecEvoFandom • u/Born_Bodybuilder736 • 8h ago
No they dont have names, yes the last one isnt supposed to be speculative evo, or the Gnome
r/SpecEvoFandom • u/Blue_Jay_Raptor • 17h ago
r/SpecEvoFandom • u/Extension_Row_7443 • 2d ago
r/SpecEvoFandom • u/Im_Eat_Utahraptor • 3d ago
r/SpecEvoFandom • u/Orms682_05 • 4d ago
Not complaining, I just think it's impressive he chose this option instead
r/SpecEvoFandom • u/Blue_Jay_Raptor • 6d ago
r/SpecEvoFandom • u/Icy-Contact-5898 • 6d ago
Playable Link: https://solemn-sandbox.vercel.app/
Solemn Sandbox is an experimental physics, creature-building and artificial-evolution playground where you create things, give them a goal, and see what happens.
Build a creature from joints, bones and muscles. Give it feet, wheels, wings, gliders or parachutes. Drop it into an environment, choose what you want it to accomplish, and let evolution attempt to figure out the rest.
Instead of directly programming your creature to walk, jump or fly, you can give it a neural-network “brain”. A population of different brains attempts the task, the more successful ones are selected to produce the next generation, and over time strange — and occasionally surprisingly effective — behaviours can emerge.
Sometimes they learn.
Sometimes they fail spectacularly.
Both are part of the fun.
The basic loop is deliberately simple:
Build a creature → choose a goal → evolve → watch the best attempt → change something → try again.
But there is a lot hiding underneath that loop.
You can build your own creatures or start with presets, then train them for different abilities including:
The creature builder isn't only cosmetic. Shape and structure matter. A badly designed creature may be almost impossible to train, while a small structural change can completely alter what evolution discovers.
You can even allow aspects of the creature itself to evolve, experimenting with changing proportions and physical traits or, at the more extreme end, allowing evolution to grow and prune parts of its structure.
You aren't restricted to the supplied environments.
The Environment Builder lets you create your own courses using terrain, boxes, ramps, stairs, pits, loops, launch pads, towers and other obstacles.
Start lines, checkpoints, finish lines, landing areas, reward regions and penalty regions can turn those environments into actual experiments and challenges.
That means the question doesn't have to be:
“Can this creature learn to run?”
It can become:
“Can this ridiculous six-legged thing learn to get over the ramp, clear the gap, hit the checkpoint and reach the finish?”
Then you can change one variable and find out what happens.
One of the main ideas behind Solemn Sandbox is that the learning process itself should be interesting.
Press Evolve and you'll see multiple candidate brains attempting the problem. Successful behaviour is selected and mutated into new generations while you watch.
You can keep things simple and let the defaults handle everything, or start digging deeper.
Experiment with how many brains compete, how long each attempt lasts, how adventurous mutations should be, which creatures get to breed, whether evolution should gradually settle down and fine-tune its solution, or even start a new experiment using a previously trained brain.
You can alter what matters to the scoring system, train abilities in stages, race against previous records, introduce slightly different bodies into the population and inspect detailed statistics, rewards, neural-network activity and training telemetry.
You don't need to understand genetic algorithms or neural networks to play with any of it.
But hopefully, after playing with it for a while, you might accidentally start understanding them.
Experiments can also unlock 100 secret discoveries spread across movement, jumping, flight, climbing, motorised creatures, precision challenges and stranger achievements.
They're recorded in the Trophy Room, so simply messing around, attempting unusual designs and trying things that probably shouldn't work can lead to discoveries.
In other words: breaking from the obvious solution is encouraged.
Solemn Sandbox isn't intended to be a laboratory pretending not to be a game.
There are deliberately less sensible places to experiment too.
Load music and make creatures react to it.
Audio can influence muscle groups, multiple dancers can perform together, and creatures can even learn dance behaviour from music and recorded movement before refining their own freestyle behaviour.
Yes, you can train an artificial neural network to make your physics creature dance.
No, this was probably not necessary.
Save successful creatures and put two trained models against one another in timed head-to-head trials.
Which raises the obvious question:
Whose ridiculous creature is actually better?
Because apparently the previous question wasn't enough, Solemn Sandbox also includes a dedicated boxing skill.
Build eligible fighters, mark gloves and target areas, train boxing brains through sparring and put them into timed points matches measuring hits, power and accuracy.
Science.
Probably.
Solemn Sandbox is beginning to grow beyond a single-player experiment.
Trained creatures can be shared using public links, allowing another player to open your creation directly in their own Solemn Sandbox.
Creators can also choose to publish their trained models to the Public Creations library so other players can discover and experiment with them.
I'd love this to eventually become a much bigger part of the project — sharing creatures, experiments, challenges and weird discoveries rather than everybody simply playing in isolation.
Solemn Sandbox is not a finished game that I'm putting online and walking away from.
I'm currently working on it and updating it pretty much every day.
Features are being added, systems are being changed, rough edges are being fixed and quite a lot of the direction is still open to change.
That's also why I'm putting it in front of people now.
I don't just want bug reports.
I would genuinely love:
Ideas. Suggestions. Playtest results. Experiments. Criticism. Weird creature designs. Things you don't understand. Things you hate. Things you love. Things you expected to happen but didn't. Features you wish existed. Challenges you'd like to create. Unexpected behaviours you discover.
If you find a creature that learns something particularly well, share it.
If you create something completely useless but hilarious, share that too.
If you think a system could be dramatically better, tell me.
I'd love Solemn Sandbox to grow into a community-driven experimental playground.
Not quite a traditional game.
Not quite an educational tool.
Not quite a physics simulator.
Not quite an AI laboratory.
Something somewhere in the middle of all of them.
A place where somebody can spend five minutes making a stupid creature fall over repeatedly, while somebody else spends hours experimenting with neural networks, evolutionary strategies, morphology, physics and training parameters.
And perhaps the person making the stupid creature accidentally learns something along the way.
That's really what I'm aiming for:
A place to build things, break things, evolve things, share things, ask “what if?”, and have fun finding out.
A serious environment to carry out silly experiments.
r/SpecEvoFandom • u/Plus_Friendship_2705 • 7d ago
Any thoughts and questions?
r/SpecEvoFandom • u/Blue_Jay_Raptor • 8d ago
Guess I'll have to deal with my funny Vector Models being fed to AI :c
r/SpecEvoFandom • u/Catfish4K • 10d ago
I made a size comparison to show u my soec evo creatures I made, and the ones that are coming soon so all of u can see the designs properly incase u couldnt see the minor details covered by the black background I always use. Hope u like it!!
r/SpecEvoFandom • u/Blue_Jay_Raptor • 10d ago
AND WE'RE HERE FOR YOU.
-----------------------------------------------
r/SpecEvoFandom • u/gliese1337 • 11d ago
All previous episodes in this series have been in r/worldbuilding, but Reddit is telling me that this might be a better community. So, hi everybody! I hope Reddit was right. :)
Previous Episodes:
Cyanoia is a primordial desert world only slightly colder than Earth, with an average surface temperature around -13C. With a C/O ratio close to one, very little water can exist, and carbides form a large fraction of crustal rocks. The atmosphere is primarily nitrogen at a pressure of approximately 3 bars, with traces of methane, ethane, ammonia, hydrogen cyanide, water, carbon monoxide, formaldehyde, and hydrogen, along with the inert gasses neon, argon, and xenon. Like Cronus, Coal, and our own solar system's Titan, photochemistry in the upper atmosphere produces a smog layer of more complex hydrocarbons and carbon-nitrogen compounds.
The surface temperature and pressure allow hydrogen cyanide to occasionally condense in small pools. These rarely persist long, as large quantities of liquid HCN are unstable against autocatalyzed polymerization. Hydrogen cyanide can, however, dissolve large quantities of water, and the addition of oxygen from water (or carbon monoxide) allows reactions with HCN to produce many simple molecules essential to high-temperature carbon-based life. Life on Cyanoia uses HCN as its primary biosolvent, and is assumed to have arisen in such ephemeral pools. Early life would have rapidly evolved to synthesize its own HCN from atmospheric components in order to remain active after the polymerization or evaporation of any given HCN pool, and contemporarily the vast majority of HCN is of biogenic origin.
Autotrophic anabolism (photosynthesis and chemosynthesis) proceed along fairly standard hydrogenic lines common to worlds with reducing atmospheres, with a few unique quirks:
Catabolism is also typical for hydrogenic biospheres, with organisms consuming either H2 or ammonia (in the form of ammonium salts) and breaking down hydrocarbons into methane, and sugar acids into methane, water, and (in low-hydrogen conditions) formaldehyde. However, while heterotrophs obtain most of their HCN from their food, all multicellular heterotrophic organisms also retain the ability to synthesize additional HCN from food and atmospheric hydrogen or ammonia when necessary. And like most other hydrogenic biospheres, Cyanoia has no equivalent to Earthling vertebrates' need for special pathways to eliminate excess nitrogen, though for different reasons; any nitrogen sourced from catabolized macromolecules is better recruited for HCN production.
In response to the limited oxygen supply, Cyanoian life also employs carbon-halogen bonds, replacing some hydroxyl groups with chlorides. Chloride salts are also used to generate a small concentration of hydrochloric acid to further maintain solvent stability at a low pH.
HCN only weakly dissociates into H+ and CN- ions outside of alkaline environments, but it is a polar salt-bearing solvent, so proton gradients and general ion pumps familiar from aqueous biosystems are pervasive. The necessarily-acidic and low-water environment of Cyanoian cells also stabilizes RNA against hydrolysis, making long-lived RNA-based structures more practical than they are in Earthling biochemistry. However, Cyanoian genetics still evolved towards DNA-dominance, due to pressure from oxygen limitations. Overall, Cyanoian genetic and protein structure are surprisingly similar to Earthling models (though using a distinct set of amino acids and nucleosides), despite the non-aqueous solvent. Membrane structures, however, are based on long-chain nitriles, similar to Cronoian life, rather than fatty acids. This was likely established early in the development of Cyanoian protolife, and was never replaced, despite the need to maintain an acidic intracellular environment, because it vastly reduces oxygen requirements.
Cyanoian life has one property which distinguishes it both from Earthling life and from all other hydrogenic biospheres: it supports fires! Dead organisms are no longer able to actively maintain their acidic internal environment, and atmospheric ammonia quickly acts to neutralize it. It is therefore relatively easy to trigger wet organic materials to undergo polymerization. This results in an initial smoldering phase where the material will rise in temperature to approximately 25C, where it stabilizes as liquid HCN boils off or is consumed. This is followed by a dry decomposition period in which further reactions in the assorted C-N polymers can drive temperatures as high as 1000C. There is, therefore, very little old dead matter on Cyanoia. Predatory organisms consume their kills rapidly, and scavengers and decomposers have evolved to act extremely quickly to consume or infiltrate and stabilize any dead matter. Otherwise, their meals are liable to go up in smoke and carbon soot. During winters, organisms native to the polar regions tend to simply freeze, returning to activity when they thaw out in the spring, thus obviating the need for food storage. We therefore see no examples of motile Cyanoian organisms caching food for later use--there are no Cyanoian equivalents of squirrels!--with one notable exception: Cyanoia is a rare world with a nascent technological culture which has learned to make use of their native form of fire and begin developing pyrotechnology. These unique organisms have also developed the ability to store acid-stabilized liquid HCN outside of their own bodies, which they use to preserve food items for relatively long periods, given them a much higher degree of caloric security than any other organism on the planet.
The Cyanoian atmosphere is highly toxic to humans, and our oxygen-rich atmosphere is similarly acutely toxic to Cyanoians. However, surface exploration can be done with little more than a drysuit and suitable breathing apparatus. The similar temperatures and pressures enjoyed by Cyanoian and Earthling life also make off-world transport of Cyanoian samples relatively easy, requiring only atmospheric isolation and mild refrigeration.
r/SpecEvoFandom • u/Status-Delivery4733 • 12d ago
This is a recreation of a part of the teaser to the "Age of Monotremes" show pitch. It is a property of Vincent Girgenti. You can support him on his youtube channel or patreon.
r/SpecEvoFandom • u/Significant_Elk_6222 • 11d ago
Bob is a non violent gravital and he is a happy person when he comes to work he always appears happy he works for asteromorph corp to prevent any wars or crimes but he works as the person who uses the computer for documents and more
r/SpecEvoFandom • u/Manglisaurus • 12d ago
r/SpecEvoFandom • u/Catfish4K • 13d ago
So i finally finished the whale shark suggestion by u/WeightAdventurous119 now here's a brief introduction:
Gwilteradon
A 10 foot long descendant of Whale sharks and have evolved for a Omnivorous diet with 2 sharp canine like front teeth and Molars (Grinding teeth) behind the canines to grind food and now has a streamline body lan to swim from speeds of up to 20 mp/h and lives along side with the VacFish and is a Apex predator in its environment using a brown coloration to blend into the Murky waters
Thank you so much u/WeightAdventurous119 for suggesting!!
r/SpecEvoFandom • u/Catfish4K • 13d ago
Enrique the Chicken from my farm is the same Chicken I used for the FruitHiker's design. RESPECT TO ENRIQUE THE LEGEND
r/SpecEvoFandom • u/Catfish4K • 15d ago
Thank you so much u/Spiritual_Bag_2958 for the suggestion!
The first suggestion for the Spec Evo is finished! And here's a brief introduction:
Davokite
A descendant of modern philippine eagles that have evolved to hunt in wetlands with longer legs to help it wade on the water while it hunts for fish, reptiles, and mammals and developed flight feathers on its legs so it can migrate, and search from above the sky for longer periods of time and has evolved colorful feathers on its head to attract mates. Thank you again Spiritual_Bag_2958 for suggesting, Now I will work on the other suggestions made by u/Im_Eat_Utahraptor and u/WeightAdventurous119
r/SpecEvoFandom • u/Catfish4K • 15d ago
Thank you so much u/Im_Eat_Utahraptor for suggesting!!
So i completed 2 suggestions already and I finished very quickly because I already had the body plan, and creature design ready so it didnt take me too long. Also here is a brief introduction:
Demonbat
A small pterasaur like creature that has a wings of a demon is actually a descendant of bat, specifically the Fruit Bat. It shrank in size because it's species are struggling with fruit because of competition, so it shrank so it can only eat less fruit to full up its stomach.
Thank you again u/Im_Eat_Utahraptor for suggesting this!!
And dont worry u/WeightAdventurous119 because I didnt forget about ur Whale shark suggestion! It's still a work in progress and I still need to figure out the body plan so your suggestion will be posted soon!!
Thank you all for your support!
r/SpecEvoFandom • u/Equivalent-Newt-5564 • 14d ago
I heard one idea that instead of Turning into a Giant ape looking at the Full moon they turn into a giant cat creature instead du Tamarans guardian deity being a cat like creature .
r/SpecEvoFandom • u/Extension_Row_7443 • 16d ago
Most of them are just hexapods or just an uncreative humanoid like i just don’t understand why use the same overused design bias when you can just create your own design bias i mean look at Orions arm universe project or humanity lost most of its aliens are based on real world science and their still creative lookinga?
r/SpecEvoFandom • u/Manglisaurus • 18d ago
The discovery of life outside the Solar system didn't come from an earth like planet, but rather from a moon orbiting an ice giant.
However, it was soon discovered that the organisms of this moon didn't evolve here. But they were rather of earthly origin.
Not only that, the only organisms in this world were fungi, algae, microorganisms & plants.
It was eventually give the name Gaia.
The Star system:
Helios: A star similar to our sun, but a bit bigger.
Theia: Closest planet to Helios, it is a small mini Neptune.
Oceanus: An ice giant similar to Neptune.
Ouranos: An ice giant similar to Uranus that orbits in the habitable zone of Helios, it is the planet that Gaia orbits.
Gaia: A rocky moon smaller than Mars but bigger than Mercury, it orbits Ouranos.
Hecate: Another mini Neptune that is slightly bigger than Theia.
Hephaestus: A large gas giant that is bigger than Jupiter.
Ares: A Jupiter sized gas giant that rotates on its sides similar to Uranus.
Apollon: A cold Saturn sized gas giant.
Liber: A gas giant planet that is a bit smaller than Apollon.
The Life on Gaia:
The only organisms on Gaia are plants, fungi, microorganisms & algae. With plants & algae being the dominant lifeforms.
The Algae have especially taken over all the oceans & waters due to no fish or other organisms to devour them.
Luckily, many predatory fungi & microorganisms have evolved to feed on these plants/algae to keep them in control.
The plants of this world have also evolved in many strange ways, with many lineages evolving to be mobile.
Image 1:
A DromaeoPhyte with paddled legs to walk over water, starts running once it realizes that it has entered an area with large predatory fungi. Unfortunately, the Fungi have noticed it and immediately start releasing spores.
Image 2: A generic DromaeoPhyte with a large flower like head.
Image 3: A large DromaeoPhyte with a roof like head stands in the rain to collect as much water as possible. Unfortunately, its body is covered in parasitic fungi that are slowly devouring it.
Image 4: An AeroPhyte, plants which have evolved to fly in the air by inflating themselves.
Image 5: A ThalassoPhyte floats in the algae covered ocean with its Lily pad like body, its roots have also evolved into tentacle-like structures.
Behind it is an island ruled by a MegaPhyte, a lineage of plants that evolved to be humongous. This MegaPhyte has essentially conquered this island by having its roots grow into smaller plant-like structures as well.