
Tenebrarium
An idle-like alien colony simulator. Study an alien species and grow the colony to discover all their peculiar behaviours.
Simply place resources, sit back, and observe.

Tenebrarium is actively in development. Feedback is highly encouraged: you can leave a comment here on itch, or in the developer discord. I WILL read it and respond to it.
You can wishlist Tenebrarium on Steam here.
If you want to play offline, or with less browser lag, or with higher quality SFX, you can download the game below.
| Updated | 22 hours ago |
| Status | In development |
| Platforms | HTML5, Windows, Linux |
| Release date | 91 days ago |
| Rating | Rated 4.8 out of 5 stars (30 total ratings) |
| Author | whatdog |
| Genre | Simulation |
| Made with | Aseprite, Godot, Audacity, FL Studio |
| Tags | Aliens, City Builder, Idle, Incremental, Indie, Minimalist, Mystery, No AI, Pixel Art, Sci-fi |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Mouse |
| Accessibility | Color-blind friendly, High-contrast |
| Links | Steam |
| Content | No generative AI was used |
Download
Development log
- Tenebrarium Update 1.3: Finished & Plans22 hours ago
- Tenebrarium Update 1.2: Completion, Filters, Animations & More7 days ago
- Tenebrarium 1.1a: Mini Bugfix11 days ago
- Tenebrarium Update 1.1: Saves, Pausing, Menus & More14 days ago
- Tenebrarium Update 1.0: Crab Candles, Warmth, Movement, Tilemap Updates & More21 days ago
- Tenebrarium Update 0.9: Hiveminds, Metallurgy, Idea-Viruses & More28 days ago
- Tenebrarium on Steam!32 days ago
- Tenebrarium Update 0.8: Socialisation, Comas, Fixes42 days ago





Comments
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I'm also wondering if there is a way to convert the entire map to only grass + water, or only rocky terrain? And is there a way to prevent dirt from appearing again? I think it would be cool to convert a colony to crabs-only, or for the tenos to convert the entire map into roads.
I love these silly lil guys so much!! I have lots of ideas and thoughts but i'll try to keep this short-ish. I would enjoy the 'discovering behaviors' aspect a lot more if you had to catch the behaviors in action to document them, ie clicking a behavior to add it to the log. I was doing a lot of ignoring my colony to see what behaviors i had found so far in my first playthrough, and i almost wiped them out a few times. I would also love to see more socializing behaviors, like fighting for dominance, social hierarchies, grooming each other, ect. I absolutely love that they can rescue hungry teno-crabs, and i think things like abominations 'warning' surrounding tenos before they explode would be great as well. I would also love to see statistics, like how many of each type of teno i have, how many have died of starvation, ect. I'd also like to see the pop-ups for the active tenos available for the more permanent ones, like the trees, moss, ect. Especially teno-nemone, i never know if they have enough food or not. Im very excited to see the full release, ive already spent hours playing lol.
Help, the new generation doesn't care about building the giant moss wall. What is wrong? Are they autistic?
oh god
When I reloaded the save it broke and the wall doesn't produce mites, I lost the pod and my money reset. also all of the candle crabs only had one candle. Not really a bug I think you really need to worry about because this is near impossible to do, but just making you aware of it. Also the candle stayed lit and the texture bugged. the flame still dances btw, but at the bottom of the candle
What do you mean specifically about the save being broken? I will try to recreate the moss wall and reload it a bunch.
I will look into money resetting, though it seems to work for me. I can definitely fix the candle build progress and flame sprite offset, though. Thanks for the feedback, and for playing
Oh, I just attributed everything else to the save breaking. Nothing else is broken apart from what I mentioned, it just doesn't fix itself when I restart the game without saving. I will also probably try recreating this because I started after I completed the game and I think I can get them to turn almost every tile into a mossy brick. I'm guessing it had something to do with there being too many mites in the the game when I saved, but that's just a guess.
The dragging to place something out of bounds bug is still here. And I noticed it only works when multi place is active. Also I noticed the spending money on items that failed to place bug happens when multi place isn’t toggled too. Also storages show that they have the item in them even though that item is completely gone
I will try my best to get it fixed next week, and the spending bug. I need to revisit the storage textures to make it clear the storage is just a fixed type of storage, not holding an item within. Thanks for the feedback
how do i make teno-nemones? i can't seem to place a seed on dirt
It is bugged in the current version, sorry, I will fix it ASAP
Is there a way to make dirt tiles? I didn't make Nemones early game and now can't finish my observations, I also am hurting for cla
Not currently, although rocky ground will create 'falling dirt' often, so you can create a teno-nemone on those. They can also be placed on 'solid dirt'. The teno-nemone may also help your clay situation, assuming thats what you were about to type. Thanks for playing
love the game, but my meat is always around 0 even though there is meat in the meat stores for some reason
Ah, that may be because I remade the 'meat storage' texture to look more like basic meat, which does seem confusing when its empty. I will mess around with changing the tile to 'empty storage' when emptied, and maybe revisit the texture. Thanks for the feedback
np man, I'm just surprised that my population can still increase with the food levels around 0
At one point, around half my population became abominations and exploded in the same spot... which sadly wasted a lot of food.
I'm aware of this, it sucks. There's a small change in tomorrow's update which should help a little, but I'm thinking about a more solid fix. Thanks for playing, and the feedback
Pod button doesn't appear to work for me on the web.
Its working for me, Pod just has different placement criteria than the other placeables - mouseover icons change to reflect valid placement, which may be missable
Oh, I see.
Really loving the game! I think my record was 80 ish or 90 ish, but then it plummeted to 50, then 37, then 50ish. Anyways, the magnifying feature has a quirk, it can magnify everything in the UI besides the Teno Observations, the title can be read, but the information itself is blank, as in showing the background of the guide. Doesn't really affect gameplay, but it doesn't seem intentional so I thought to mention it. Thanks for the game!
Glad you're enjoying it, thanks for playing! I will fix the magnifying glass quirk, thanks for the heads up
Will you consider adding a downloadable build for linux?
I have no experience or knowledge of Linux, so its very unlikely I'm afraid. Thanks for playing though
Seems to run with Wine, at least.
you can add as a non steam game to steam and use compat mode to play
Really cool concept! Best of luck with development!
Thank you! o7
Hi, absolutely loved playing this and i really like the direction this is going in. One thing I am interested in would be greater interaction with the teno e.g. more diverse personality within certain teno groups and varying from species to species. Or greater societal actions, religion or community hubs or rituals for the dead ect. A way to better understand these interactions and species traits would be nice as well as while the observation logs are good I think a more comprehensive and scientific log would be incredibly interesting.
Another feature I think would be interesting would be the ability to induce a certain behavior in a teno and follow how that changes interactions such as a fear response.
Overall though I absolutely adored the game, seeing the different paths you can take and how the colony progresses is amazing. I enjoy the replay-ability in trying to get different outcomes. The jellyfish teno are probably one of the cutest things I've seen too, love those guys.
I can definitely increase inidividuality within the same variant, I have some ideas for this.
Religion, community hubs, and funerals are very much things I would like to do. 'Crab Religion' has been on the list for a while lol.
I will think about inducing different behaviour in them, like a placeable item which is scary/repellant to all except one variant, for example. Cool idea.
Thanks for playing, and all the feedback! I love the jellyfish too :)
I really enjoy this. I think it would have a lot more meat to it if you had to perform some action to acquire the resources you give to the Teno, (hunt for meat, collect spores for mushrooms, maybe some kind of excavation for golden rods), rather than you handing them down from on high.
It would be interesting if the Teno had to find these things themselves, and you can only guide them toward the collection of those resources. This would put it more in line with the rest of the colony sim genre, but I think it would improve things anyhow.
I think it has really great bones and the whole idea of fusing/mitosis/dying is inspired, but there needs to be more dynamicism.
Having to acquire the resources via creature behaviour could create a cool loop of acquisition > spending > use, but it would end up being a very different game, I think, both mechanically and thematically.
I will think about it though, as I do want more placeable items, and I do want them to do more things, and more interesting things.
Thanks for playing, and the feedback! o7
I am loving this so far, it's like the kind of thing I'd have on the screen like an ant farm once the colony became self-sufficient. Is there going to be the ability to save the game in the future? (Also for some reason the download didn't play with my computer, it said it "protected" me from the exe so I'm going to look into that, thought you should know)
There will be saving eventually, but it will probably be at the point where the game is 'done', as I want to focus on making it good first. Your antivirus protecting you from the exe is on your end, fairly common (for better or worse), there should be a way to allow the application somehow. Thanks for playing
I'll figure out the antivirus. Looking forward to the finished game, great work!
it's cute but, you don't actually get to interact at all. most of the content is based around the items instead of the creatures which means I have no reason to care about them outside of the fusions. beyond that none of the interactions are layered in any way. what happens if it rains on a seed, what if I blow up X object with a rod, what happens when a water creature goes near a fire one? the answer is always nothing, so again there's little investment. also do monthly updates instead of weekly, itch likes that more
There are a few interactions between items, like with flowers, but you are right in that they're rarely things the player places directly, I will think about it. I will have to move from weekly updates at some point, thanks for the feedback
Looks good! I will add 'stats' to the to-do list, I like the idea, thanks for playing
Litle fun fact, the Teno-nemone af start to block and isolate entaire area of my colony.
Example:
Was normal that ther are so many Teno-nemone? (If not clear i blacet just 1-2 of them at the start)
They will duplicate if they eat meat, which can lead them to spread across the map, its fairly normal. You can destroy them with Golden Rods if you want, or just be careful with food supply around them.
Thanks for the advice
This is an excellent game.
Thank you!
Another comment mentioned this but the problem I have with this game is just the lack of information of what ANYTHING does really. I didn't know why there were two nearly identical "clay" resources were until I looked at a storage with the magnifying glass and saw that it said brick storage, I had no idea what bones, bone traps, sculptures, mushroom spores, teno-roots or hearts did or that rain wasn't just a random event until I read the development logs and comments. I STILL have no idea why my guys are exploding, I assume its the "Abominations" but I just can't know for sure because I'm told nothing. You don't even get told when you see a new observation, the first time I opened the Observations button, I had unlocked all but like seven of them because I didn't realize the button was there.
Another example, early on I tried placing wood down, they made a bonfire, "Alright that makes sense" I thought, so I placed more wood down thinking "Wood is surely a building material, it's not just used for fire" and paid the price as I now had three bonfires forming a wall in the middle of the colony and forcing the guys to walk all the way around it, what I learned from this? Each item is going to serve one purpose. Later on, I was struggling to find the last couple observations so I started reading the dev log and that's how I found out seeds have a different effect when placed on land vs on water. That was really frustrating.
I think a book like the other comment suggested would be a really nice way to implement it that just says what items/creatures do/are used for, frame it as a "research journal" since we're supposedly researching the little guys?
This is subjective but you don't need the game to be "mysterious" (Read: inscrutable) to be intriguing, I'm intrigued by the idea an auto-colony sim (that ISN'T ant themed for the thousandth time), I love Worldbox for example, I enjoyed the first half of my playtime here but I only stayed because of sunk cost fallacy and I wanted to finish the last seven entries.
You are right about the current observation system, it's not great. There needs to be a better system for learning/observing/confirming information, I'm not working on it this week, but it is definitely on my mind.
Next update WILL have new cursor item placement icons to hint that there's a combination of item + tile you haven't seen before, which I hope helps a little, as I'd like to add more things like the jellyfish (would suck if you never find them).
I'm also going to be making the golden rod much cheaper, partly as an easier way to 'undo' frustrating item placements.
I appreciate all the feedback, thanks for playing o7
You're welcome and thank you for addressing my problems! I will say that my first comment was partially written from just frustration, I feel I could've worded (or at least formatted) my words better so I apologize if any part of my comment came across as rude or putting down your game, I hope you have fun working on it in the future however it develops.
Oh don't worry at all, you were barely rude. I am quite used to people not playing my games at all, so I will gladly read much ruder paragraphs if people are willing to write them lol. Thanks o7
I've just updated the game with a big rework of the observation system. Your feedback was very helpful, thanks
Some time later the "Colony" collapset in namber bicause they go in mass straight to collect the bone when an "abominetion" explot and son later another abominetion come in the same spot and explote killing aproximatli 10 or 20 creature at time.
I think that i buchet the caunter of creature bicause at some point the screen was lagging but the are cauntet 38 creture and after taking the scrinshot i realizet that ther are way more dan 28 creature.
There are bugs to do with nests and population numbers, they should be fixed in tomorrow's update. Thanks for playing, and the screenshots
I got to 500 before things started getting laggy but it was mostly fine until then and a lot of fun.
I'm working on the lag, glad you had a good time. Thanks for playing!
I forgot to take a screenshot, but I put the game down for a bit and came back to a healthy number of teno, a population count of negative 30, and a message saying the colony was dead. Not sure what I missed, nor how that happened.
Ah, I thought I fixed that. Thanks for letting me know
Got up to around 350-400 before the browser started to lag significantly, interesting concept. I definitely cheesed by just spamming food with no sustainability because as soon as I stopped the pop dropped to 50, now I'm trying to not drop any food and see how high I can get
I will be working on the lag, thanks for playing
They use them to make roads, which speed them up
i dont understand the game, love it though. I somehow got to 220 max pop and im sure i can go higher
i got 241 as the max, couldnt screenshot it as it was gone the next second lol
holyyy big colony, thanks for playing and sharing the screenshot o7
Sweet! Now I can finally play! I found a bug though. When holding an item and then becoming a root they end up clipping the item onto the root tile. So it’s like basically inside a wall. Also what do bricks do? Or what ever it is they produce using clay and coal.
I'm unable to recreate the bug you described. Roots create coal immediately on being fused, so this may be the 'item inside the wall' you're seeing.
They use bricks to make roads, which give them a movement speed bonus.
Thanks for playing, how do you find the mobile controls?
the controls are good but it seems that place multiple items doesn’t work as when it’s toggled I still have to drag each item. But the game is fully playable and it runs good with it only slowing down at a population of 100. And yea I think them making coal might be what I was seeing and I just assumed it was because they were holding an item and then became a root. Also what do they gain from being warm? A speed boost?
Gotcha, I can think about some kind of paintbrush style of placement with touchscreen controls.
While cold, they have a high chance to shiver, which is an 'unproductive' action, and effectively wastes time. So keeping them warm makes them more efficient. Speed boosts are from mushroom spores and roads/terrain, currently.
Do you mind me asking what kind of phone you're using? Would be very helpful to know the hardware that ~100 population is a soft limit for, as optimisation is still a general problem. Thanks
I’m using a tenth generation iPad. And the game only very very slightly slows down at 100. It seems it can handle a lot more. Also just curious, is there a lore reason on how constructs are able to stay alive without food? I mean yk they kinda defy the laws of conservation of energy lol. And what do those gold speckles on the ground do?
Thanks, new update should improve optimisation significantly, also. Constructs are undead, in my mind. But I will be changing their behaviour on Friday, since I'm not happy with them. The gold speckles are goldenrod flowers, they don't do anything, just add some variety over time :)
I’m loving the game, but less then I’m lost in the game. The concept seems nice, until you have no idea what’s going on. I love the idea of the game just throwing you in, and letting you explore and figure things out on your own, but problem is, there is nothing to figure out. And even if you do, you don’t realize what you figured out. This game needs a hinting system like !Hey! you did good, you gave clay to the lil blobs, and now they need coal to progress. Or !Hey! your blobs unlocked bricks! You did X to achieve that, do that more so they can expand. If you want later on to stop with the invasive tutorial pop-ups, replace it with a guide book, with buildings/resources/powers you already discovered/unlocked, with descriptions of what they are and can do/make. You cant just say “hey, colony do grow big-big. catch this golden rod.” without context. To this point, i don’t understand what resources my creatures need, or what half of them can do. I saw the red roots produce coal, but the plated trees seem to do nothing, and there is no reliable way, to my knowledge, to get clay, wood, or food(only bones), and they seems exclusive to my powers. Qol’s aside, i see great potential in this project. The way the creatures were building bone statues struck me with the idea that perhaps you could turn this into a religion/cult builder, perhaps replace money with faith, unlock rituals, expand your dominion. Especially because in this sense, you would have a path into the player having to summon enemies, or their waves in said rites, instead of just finding them in the dirt. Seeing you wanting to add combat, as written in the suggestions, I’m concerned that could take away from the casual nature of this game. With my proposed model, this stays fully optional for casual players, keeping the current game’s feel. The people who want combat however, have the additional benefit of being able to prepare for it longer if they want an easier, slower experience, activating the ritual as soon as hint pops up about them being able to for the ‘normal’ or ‘intended’ experience and difficulty, or, if they are on an n’th playthrough, speedrun the requirements to start it faster, and fight with a less developed colony. Essentially, the difficulty regulates itself, the premise is interesting and expandable, and the lore fits. You might have to overwrite what you already got, but its not a lot, so this is the perfect time for a change. I really want to see where you take this game. Also, I’m very sorry for the rambling. I guess the more feedback the better, but i still think i could have said this shorter, and less confusing. I’m waiting for the next update!
I appreciate the long post, thank you for playing!
It's a challenge to have the little guys be mysterious and intriguing, and also give the player enough information to be satisfied, and want to keep playing. I'll keep working on it. There is a way to get renewable clay(in a sense) and food, but no renewable wood currently, as I want to restrict the amount of un-diggable 'impassable' terrain that is created without the player's input.
I'm glad you like the sculptures, next update should have some changes to them you may enjoy.
'Combat' in suggestions was not necessarily something I *want* to add, just a suggestion which I'm considering. I also want the game to remain pretty chill, so any implementation of combat would probably more feel like 'conflict', or a tension between predators/prey, rather than a strategic problem for the player.
It took some time, but I just updated the game to overhaul the Observation system, which might alleviate some of your problems
The game is very cute but I really struggled to understand what the stuff I'm seeing on screen are supposed to be. Not explaining what they do, I understand that that's a part of the game's mystery but it'd be nice if I could click on one of the squares and see "Storage" (I assume that's what those are?)
Sorry I'm only just replying to this (itch hides some posts for some reason). In the recent update I added a magnifying glass which identifies hovered tiles/teno/items. Thanks for playing o7
I just updated the game with a large rework to the Observation system, which may help with your concerns. Thanks for the feedback
Add iOS control support please. Since this is a web browser version I’m able to run it and play it but I can’t give them any materials.
Mobile compatibility is on the list. Thanks for giving it a try!
There are indeed too many bone, I'm working on more uses for them. Thanks for sharing the screenshot
the game is good i like it, it's a bit limited but for a super early aces is good, i suggest adding some landscape elements that you can unlock, expanding the colony,
like lakes or geysers or something like that, an also make the tutorial better and add item description. keep up the good work.
Thanks! What specifically about the tutorial would you want improved?
there are things like the seeds or the coal that i didn't understand what they did (i didn't play for long so i migth just not have seen it)
Super fun, great visuals. Would be great if you added a way to add multiple materials at once, like a shift-left click to keep placing. It would help a lot with bigger colonies that have no way of getting clay
I agree, I'll add it to the list. Thanks for playing!
I just updated the game and added a feature like you suggested. Thanks for playing!
I wish that the observations would give why they do said action after serval times.
that would be nice, maybe modular, so like after 10 times doing the thing, you get the description, 20 times, you get the reason why, etc.
I like this, I'll think about it, thanks