Summer and Winter
Two seasons that change how far you can travel, what you need to carry and how long you can last out there.
A 3D survival game for PC ยท In development
Long after machines and magic went to war, the world still burns. Now it's your turn to survive what they left behind.
Chapter 1
Many years ago, machines and magic fought a war that nobody won. Cities fell, the skies turned hostile and the land itself was poisoned. Lini: Huma begins long after the last battle, in the broken world the war left behind.
The world still turns through its seasons, but the weather is no longer just weather. Every journey depends on reading the sky.
Two seasons that change how far you can travel, what you need to carry and how long you can last out there.
Strong winds, storms and heavy rain roll across the land, hiding the path ahead and slowing every step.
Some rain burns. Some winds carry poison in waves. When they come, you'd better already know where to hide.
Days so hot that water runs out faster than you can find it. Survivors learn to travel when the heat breaks.
Chapter 2
Every journey starts with a survivor. You have four character slots, and every survivor you create is yours for good. Once creation is done there's no going back, so every choice matters.
Choose male or female, then shape who you are: hair colour, eye colour, face shape, skin colour, body shape and long hair. Some survivors stand tall, others are half their size.
Staying alive means watching your body as closely as the horizon.
Your life. Lose it all and the wasteland wins.
Food keeps you moving, and what you eat shapes how agile you are.
Clean water is rare in a poisoned world. Every drop counts.
Deep water, buried caves and poisoned air will test how long you can hold on.
Too hot or too cold and your body starts to fail. The seasons and weather never stop pushing.
Chapter 3
How you survive depends on how you grow. Three attributes shape every survivor: Strength powers your stamina, Intel powers your mana, and Agility is fed by the food you find.
Hit harder, recover health faster and carry a deeper pool of stamina for the long fights.
Sprint faster, hold on longer while climbing and recover stamina sooner. Eat well and you'll move like the wind.
Magic didn't die in the war. The sharper your mind, the deeper your pool of mana.
Chapter 4
The world of Lini: Huma is procedurally generated, so no two worlds are the same, and it reaches far in both directions. At the very top, a death ray seals the sky. Far below, there's nothing but red lava. Everything in between is yours to explore.
The roof of the world. Climb too high and nothing survives.
What's left of the old world. Some ruins rise higher than the mountains themselves.
The highest natural ground, with a view across everything the war destroyed.
Caves that open to the sky and run from the highlands deep beneath the surface.
Dark water that sinks far below the land. Watch your oxygen.
Tunnels that reach almost to the bottom of the world, for those brave enough to follow them.
The floor of the world. Nothing comes back from below.
Chapter 5
The surface is split into biomes, each with its own ground, weather and dangers. The first two, the Desert and the Wastelands, are already shaped, and they're the lands the war hit hardest.
They're only the beginning. The war touched every land differently: some froze, some drowned, some burned and some were torn right out of the ground. Every one of them is waiting to be explored.
65 lands across 8 regions
The hottest lands, where the machine armies fought longest and the heat bakes everything it touches.
Scorching heat over sand, quicksand and hard sand, broken by stone, sulfur and pockets of lava. Cactus and short bushes are the only cover, and sandstorms can swallow the way home. Hidden among the dunes wait pyramids, ruins and tombs, and rare water pods where dry grass, palms and cactus trees still grow.
What the war left behind: concrete powder, scrap yards, bones, mud pits and dry, cracked soil. The water is poisoned, the air is poisoned and lava pockets wait beneath your feet. It's almost as hot as the desert, but somewhere in the rubble, crystal shards are waiting to be found.
Dry grasslands under flat-topped trees.
Raised grasslands with views across the burning south.
Wild, broken ground where blasts pushed the earth into towers.
Layered red clay canyons with old mines dug deep inside.
Badlands crowned with stubborn, dry woodland.
Clay spires carved thin by years of acid rain.
Where frost magic broke loose and never stopped. The cold drains body heat fast, so fire and shelter decide who makes it through the night.
Flat white silence, broken only by the frozen wrecks of war machines.
Towers of ice that burst from the ground where frost spells struck.
Dark pine forests under heavy snow: shelter from the wind, but little food.
Grey sand and ice where the sea meets the cold.
Quiet hillside groves buried in powder snow.
Steep mountainsides where one wrong step starts a slide.
Knife-edged summits that drain a climber's stamina.
Mountaintops locked under packed ice that never melts.
The fastest roads through the north, as long as the ice holds.
Icebergs drifting over black water.
Freezing depths beneath the ice, where oxygen runs out fast.
Windswept highlands and old forests that the war mostly passed by. Wood and game are plentiful, but so are the things that hunt them.
Cool spruce forests full of game and timber.
Giant pines that were already old before the war began.
Towering spruce where light barely reaches the ground.
Bare hills where the wind never rests.
Loose stone slopes still scarred by old artillery.
Trees bent sideways by a hundred years of storms.
Rocky coasts battered by grey waves.
Bare summits of cold grey rock.
Chilly waters rich with fish.
Dark trenches where wrecked warships rest.
Lands where life fought back. Food and clean water are easier to find here, which is exactly why survivors fight over them.
Open grassland and the easiest place to start over.
Golden fields that somehow survived the fire.
Mixed woods with timber, berries and cover.
Forest floors carpeted in flowers, with traces of old magic in the soil.
Pale, quiet birch forests.
Ancient birches that stretch far above the canopy.
A canopy so thick that midday feels like night, and things hunt in the shade.
Grey, drained trees where the war pulled the magic out of the land.
Calm mountain meadows full of flowers and bees.
Pink-blossomed slopes, the most peaceful place left in the world.
Remote islands of giant mushrooms, strangely untouched by the war's monsters.
Murky water and twisted trees, poisoned in places.
Tangled roots over thick mud that slows every step.
Vines and giant trees that swallowed whole cities.
Where the jungle thins out into open ground.
Dense bamboo forests that are hard to cross and easy to get lost in.
The seas rose after the war, swallowing coastlines and cities. Everything below the surface is a race against your oxygen.
Sandy coasts littered with what the tide brings back.
Lifelines of fresh water running through every land.
Endless water with sunken ruins below.
Dark depths where the remains of naval machines lie.
Gentle, warm-ish waters full of life.
Deeper waters with ruins waiting to be found.
Bright coral reefs growing over the wrecks of the war.
The world goes down a long way. The deeper you go, the less air you have and the stranger things get.
Caves where stalactites hang like spears.
Lush underground gardens lit by glowing roots.
The deepest caves, where something listens for every sound you make.
Close to the red lava at the bottom of the world, heat and leftover magic twisted the land into something else entirely.
Red rock, fire pools and air that burns to breathe.
Blue-fire valleys of grasping sand, scattered with the giant bones of the fallen.
Forests of red fungal trees that pulse like something alive.
Teal fungal forests warped by stray magic.
Ash-choked fields of black basalt pillars.
When the war ended, magic tore pieces of the world loose. They still drift high above the land, just beneath the death ray.
A pale island hanging in darkness, guarded by something ancient.
The tallest of the drifting lands, with ruined towers of the old mages.
Rolling stone fields floating in the void.
Empty, broken edges of the floating world.
Small fragments of land scattered across the sky.
Chapter 6
You're not the only thing still moving out there. The war left giants behind: machines that never stopped fighting and magic that never stopped burning. Between them, other survivors are trying to make it through, just like you.
Most of them rule a corner of the world, and one never stops moving. Learn their patterns, bring the right gear and pick your moment, because none of them fight fair.
A weather machine built to drown the mages' cities. It still roams the world, dragging storms, acid rain and poison winds behind it.
A siege machine buried in the Desert since the last battle. When sandstorms strip the dunes away, it wakes and walks again.
A war machine that never stopped repairing itself. It pulls the scrap yards of the Wastelands into its body and keeps growing.
A war mage frozen inside the spell that raised the Ice Spires, and still casting it.
Most warships in the deep are wrecks. This one still patrols the Deep Sea, its guns turned on anything floating above.
The thing in the Silent Deep. Blind and enormous, it hunts by sound alone, so the deeper you go, the quieter you'd better be.
Not every giant in the Valley of Lost Souls is at rest. Blue fire pulls one back together whenever the living come too close.
Whatever guards the Last Isle was already old when the war began. Nobody who reaches it comes back to say what it protects.
Not everyone out there wants you dead. Some will trade with you, teach you or fight beside you. Others will take everything you carry.
Caravans that cross the regions trading water, food and scrap. What they sell, and what it costs, changes with the seasons.
Survivors holding on to the clean water and fertile ground of the Green Remnants. Help them and they'll remember it.
Tinkerers who turn old machine parts and crystal shards into tools, weapons and gear, if you bring them the scrap.
The last who still practise the old magic, hidden in ruined towers. Survivors with a sharp mind can learn from them.
Desert folk who guard the pyramids and tombs, and know where the rare water pods are hidden.
Survivors who decided taking is easier than finding. They watch the roads, the ruins and the water holes.
War machines still following orders from a war that ended long ago. Some patrol, some guard, and a few have started to think for themselves.
Where It Stands
Lini: Huma is in early development. Here's how far the journey has come and what's next.
1 of 7 milestones done ยท Now: Character creation
The post-apocalyptic world after the Machine vs Magic war, its seasons, weather and lands
Building the survivor creator: four character slots, appearance, survival needs and attributes
A procedurally generated 3D world from the death ray to the red lava
The Desert and the Wastelands
More than sixty lands across eight regions, from the Frozen North to the Shattered Sky
Summer, winter, storms, acid rain and heat waves
Stepping into the world for the first time
Lini: Huma is built in my own time. If you'd like to see it come to life, you can chip in any amount through PayPal.
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