The full agency layer. Found a House and raise a bloodline that breeds, mutates and grows claws, fins and armour on its own - then take the reins. Anoint a champion, choose consorts to steer the blood, or exile a kin from the gene pool. Buy patron boons on level-up, some pushing a trait past its natural ceiling. Call the House to new water, or commit to a hunt through a pre-battle lightbox that shows the odds before a single kin risks its life. Send envoys to rival Houses for a breeding pact or an uneasy peace - break faith and they remember their dead. Choose a way of living, Bold, Wary or Plenty, and watch the blood follow. Play for ten minutes or leave it for hours - come back to the saga of what your House did while you were gone.
The information layer this build grew from. Live trait histograms, a genome-and-ancestry dossier for every kin, and scouting reports on rival Houses - without the champion, boons or diplomacy of the Reins.
The original pool. Evolving grazers and hunters, day and night, generative sound. Feed it, stir it, watch what evolves. No goal but wonder.
Adopt a creature. Found a House. Protect the bloodline as it passes from ward to heir, and see how many generations your line survives.
A persistent world with seasons, red tides, comets and scavengers. Keeper powers, essence, tasks, a written chronicle — and it remembers you between visits.
Now you are the creature. Eat, dash, evolve mutation by mutation, bond for heirs — and when you die, your heir carries everything you became. The game.
Now be the world. Deep time: species split and die out on a living Tree of Life, cataclysms fall, the Chronicle writes the mythology — and if life goes far enough, something down there awakens and watches you back.