Image 1 — Devlog #5. First armor set and first inventory and loot system
Image 2 — Devlog #5. First armor set and first inventory and loot system
Image 3 — Devlog #5. First armor set and first inventory and loot system
▲ 2 r/VozanGame+1 crossposts

Devlog #5. First armor set and first inventory and loot system

Creation of the game's first suit of armor : The wooden lamellar armor.

Crafted by woodworkers, it is the easiest armor to make, but it is also the most fragile, even though it provides better protection than non-armor outfits.

And creation of the first player inventory system, allowing players to inspect and loot animal carcasses. When an animal is killed by a predator, it is devoured and its carcass inventory becomes available.

Predators devour the carcass, gradually consuming all the meat from its inventory and leaving only bones and skin behind. Rats can then finish the job by devouring the bones and skin from the inventory. When a carcass’s inventory is empty, the carcass disappears.

If a carcass has not been devoured by rats or completely looted by the player, it disappears after 3 days.

Vozan is a political simulation game in which players take on the role of a tribal leader and have complete freedom to shape their environment politically, economically, and socially. This applies to both their human subjects and the local flora and fauna.

Consequently, a systemic, emergent, balanced, and dynamic ecosystem is absolutely essential for establishing a solid foundation upon which an immersive human society can then emerge.

Have you always wanted to build a village however you like? Design a unique society? Develop an original civilization? Build a perfect empire? Well, that’s exactly what Vozan aims to do.

u/Infamous_Soft_6290 — 2 days ago
▲ 2 r/VozanGame+1 crossposts

Devlog #4. Predators, hunt and prey

A functional wildlife hunting and self-regulation system. Predators hunt, tear apart, and feed on their prey. The rest of the hunted herd flees at the sight of predators.

Wolves and bears hunt sheep, cows, does, stags, and pigs. Foxes hunt rats and sheep.

When an animal is killed, it dies, and the predators gather around the carcass to devour it, with splatters of blood and flesh. A deliberate choice for gore, which adds a bit of personality to the predators hunt and the wildlife.

Vozan is a political simulation game in which players take on the role of a tribal leader and are given complete freedom to shape their environment politically, economically, and socially. This includes both their subjects and the local flora and fauna. Consequently, a systemic, emergent, balanced, and vibrant ecosystem is absolutely essential for laying a solid foundation upon which an immersive human society can then emerge.

u/Infamous_Soft_6290 — 4 days ago
▲ 3 r/VozanGame+1 crossposts

Devlog #3. Outfit, Inventory.

Creation of the first NPC outfit. This is the basic outfit for the first villagers and the first nomadic immigrants. The player will start building their village with these characters.

An NPC can have four types of items in their inventory :

  1. a unique outfit ;

  2. a hat ;

  3. a weapon or tool ;

  4. and transportable resources (food, a few units of wood and ore, and later gold or silver coins once currency is introduced).

Newcomers wear this outfit when they immigrate to settle in your village. It’s up to you whether to give them the means to change into more suitable, practical, or elegant clothing, to imprison them, or to leave them in their underwear.

The prince is free to do as he pleases. Just be prepared to face the consequences.

u/Infamous_Soft_6290 — 4 days ago
▲ 2 r/VozanGame+1 crossposts

Devlog #2. Vegetation, Natural Resources, and Wildlife

This is the second devlog post on r/VozanGame.

Vozan is a political simulation game. In it, the player takes on the role of a tribal chief who founds a village, develops it into a city-state, and explores it freely. No restrictions, no limits. The game will be deterministic, multiplayer-compatible, fully moddable, and absolutely performance-friendly. Experience power in an open world with no limits and no restrictions! Rule as you see fit, and interact with your subjects and your environment with complete freedom. The only limit is your imagination.

Feel free to leave a comment. Development of the game will continue until its Early Access launch in August 2026. A major milestone has just been reached: resources, vegetation, and wildlife.

  1. Procedural generation of the first small harvestable forests (groups of several trees) as well as the first exploitable resources: stone, copper, and clay. Resources are grouped together in clusters, which encourages the player to expand across the map and gives each area of the map its own identity and strategic importance.
  2. Trees now also appear near the center of the map, the player's spawn point, which makes it easier to access wood in the very early game in case the player wants to build their base at the spawn point (although the player is still free to explore and settle elsewhere).
  3. Implementation of the reproduction system for trees and berry bushes. A tree may reproduce and cause another tree to appear nearby after a certain amount of time. Berry bushes reproduce in the same way after a certain amount of time, causing a new berry bush to appear. Be careful of massive deforestation, if there are no trees or berry bushes left on the map, no new ones will appear. Berry bushes can be harvested, which causes them to disappear and provides food in the form of nutritious berries.
  4. Implementation of wildlife in the game. Several species: sheep, cows and bulls, stags and does, pigs, wolves, bears, foxes, and rats. Each species lives in herds or packs of several members and has its own behavior. Wolves hunt herbivores. Does, cows, and sheep graze on grass. Rats feed on decaying carcasses. Foxes eat rats.
  5. Each species is associated with one or more biomes and migrates naturally. Herds and packs of animals migrate from biome to biome. Wolves sleep in the mountains and go out to hunt during the day. Bears hibernate in the mountains and rarely hunt. Wolves attack. Bears defend themselves if disturbed. Livestock flees when faced with danger.
  6. Reproduction is natural: a pack or herd can grow naturally over time until it reaches its maximum size, with the maximum number of members per herd varying by species. If a herd is starving, it actively searches for food, may become abnormally scavenging, attack other species, resort to cannibalism, or die if no solution is found. Each species has a different metabolic rate. A wolf will eat more often than a bear because bears hibernate and naturally experience a much slower decline in their hunger levels.
u/Infamous_Soft_6290 — 5 days ago
▲ 22 r/conlangs+1 crossposts

I created a language. Now I'm building a game so it has a world to live in.

Vozan is a world built around a clan-based society of households, each producing and trading freely, each tied to its line by memory and obligation. Its people, the Vozans, live by rules they did not invent but inherited : their clans fight, their households produce, people are bound by blood and friendship.

Vozan started a year and a half ago as a language. Phonology, grammar, naming conventions, and a corpus of 52 canonical proverbs. Language and its proverbs came first, before any map, system, or line of code.

Five of them, with their translations:

Na vek. Dor mek. Klan Kof.
The individual chooses. The household produces. The clan decides.

The constitutional proverb. Seven Vozan words that contain the whole social architecture: three levels of belonging, three forms of agency. Vozans recite it the way Romans recited SPQR.

Weel mek rik.
Loyalty makes wealth.

The economic creed. Among the Vozans, households trade freely; no fixed price of bread. Who you stay loyal to over generations compounds into real prosperity. A clan that breaks alliances on every short-term gain ends up isolated and poor. A clan that holds its bonds across decades ends up wealthy, even when it earns less per transaction.

Klan sa. Kof vat.
When the clan is at peace, the chief stays alive.

A quiet political warning. A chief owes his survival to the loyalty of his people and to the clans that make up his realm. He may be cruel, he may be kind. If he loses both fear and love, his days are counted.

Dor rik. Klan rik.
A prosperous household makes a prosperous clan.

Mat sek mat.
Blood calls for blood.

The first explains why the Vozans take household wealth as a public good and not a private matter. The second explains why a single act of violence can ignite a generations-long feud. Forty-seven other proverbs sit alongside these. Some warnings, some blessings, some cynical wisdom dressed as proverb. They are how the Vozans think before they act.

The game came after

Once the language and the proverbs were stable, I started building a world they could live in. A sociological simulator grounded in Arnold Toynbee, Max Weber, Emile Durkheim, Karl Marx, Friedrich Hayek, Ibn Khaldun, Karl Polanyi, and a few others: you found a city-state, your households produce, your clans plot, your bands raid, and the rules of the simulation obey the proverbs.

The mechanics had to obey the proverbs, not decorate them. If the constitutional proverb says the clan decides, then in the game the clan actually decides; the chief proposes and the clan can refuse. If the economic creed says loyalty makes wealth, then households that maintain alliances across generations are mechanically more prosperous than households that defect for short-term gain. The proverbs are not flavor text. They are the design document.

The three images below are from this week. The procedural geography the Vozans inhabit is now stable: meandering rivers with proper water surfaces, mountains built from massive boulders rather than smooth cones, smooth transitions between biomes. The world is starting to look like the kind of place that could speak.

The workshop

There is no dictionary. That isn't how a people becomes known. You piece them together, word by word.

Look at the five proverbs above and the same roots come back. Klan sits in three of them. Mek appears wherever something is made. Rik travels with prosperity. Mat stands on both sides of its own line, and means exactly what that suggests. The grammar is in there. Names work the same way : every Vozan name is built from its parts, and once you can read them, you can read a person at a glance.

The Vozan language and its 52 proverbs are free and public, and they always will be. Vocabulary, grammar, proverb analysis, naming conventions will go up on the site and Discord over the coming months. The game (Vozan) releases in Early Access in August 2026.

If any of you here want to propose proverbs the Vozans might say, suggest meanings for the roots, write stories or poetry in the language as it grows, the comments are open. I read everything.

Mem Wad. Sad Wad.
Listen closely. This world was made to be understood

Adam

The lore lives here : https://discord.gg/tvbJWhAZ
The website : https://adamlaroussi.com/en/game/

u/Infamous_Soft_6290 — 8 days ago