Project TG title card showing the TG logo, title, and a dark post-collapse world concept image
Concept header showing an upgraded fortified community, trade routes, and diplomatic relations between distant settlements
Game concept

Begin as one survivor in a persistent real-Earth world

Project TG is a realistic survival game with a real Earth open world, customizable survivor characters, persistent aging and health systems, and a survival society simulation.

TG begins in a damaged real-Earth world where one survivor must choose how to live. A player can remain alone, join a group, build a camp, restore a clinic, become a scout, trade with strangers, or lead a community that shapes the fate of a wider region.

Time continues inside the world. Days, seasons, weather, travel distance, injury, fatigue, supply use, growth and loss create pressure. Short-term survival decisions can influence the same world hours later, weeks later, and during much more advanced stages of settlement life.

Environment matters at every scale. Streets, farms, rivers, industrial ruins, defended walls, local sites, regional routes, countries and the wider Earth are connected. Terrain, climate, line of sight, access, resources and distance all affect survival, movement, conflict and expansion.

No fixed class

Age, gender and background affect circumstance, knowledge and capability without assigning social destiny.

Real Earth

Camp, area, country and world are connected views of one geographic world.

Full game

The purchase includes core survival, construction, travel, equipment and progression. Microtransactions are restricted to cosmetics.

Offline and online

A complete offline single-player simulation and persistent online worlds use the same core simulation systems.

Project TG realistic survival game concept trailer. This pre-production video presents the real Earth open world, survivor systems, settlement life and persistent survival society direction.

Technical architecture

Portable simulation contracts support engine comparison

Unity and Unreal are evaluated against the same real-Earth streaming, population, navigation, character-pipeline, persistence, networking and dedicated-server tests. The final tactical runtime is locked after the proof gate. World state, stable character identity, server authority and data-driven content remain defined independently from the selected presentation engine.

Real Earth runtime

Real geographic position is the planned world foundation. Site, area, country and world are streamed views of the same geographic address space.

Systemic world

Survivors, zombies, resources, construction, weather and physical object interactions use shared simulation rules. Common systems handle recurring physical and social behaviours.

One simulation core

Complete offline single-player and server-authoritative persistent online worlds share the same underlying gameplay model. Each mode uses the persistence and authority layer required by its operating model.

Engine proof gate

Unity and Unreal receive the same representative world, crowd, navigation, network, persistence and low-spec workloads before the tactical engine is selected.

Active locations can run detailed simulation while distant areas retain progressively abstract world state. The intent is geographic scale without requiring the entire Earth to remain fully simulated or rendered at once.

Character creation and continuity

Character creation defines identity, history, health and close relationships

The pre-game character setup defines an individual person and a starting history. Appearance, age, gender, physical characteristics, background and aftermath establish the initial condition. These choices affect starting knowledge, relationships, location, possessions, injuries and social context. Leadership, religious roles, medicine, farming, trade, crime, scouting and independent travel can develop later through action, trust, capability and opportunity.

TG character creation interface showing identity, appearance, background, aftermath, close survivors and starting inventory before entering the world
Concept interface. The character is configured before entry through identity, background, aftermath, close ties and starting condition.
01 · Identity

Survivor identity

Name, appearance, age, gender and supported physical characteristics are configured before entry. Age and physical condition influence capability, recovery and risk.

02 · Background

Life before collapse

A small set of grounded histories establishes previous knowledge and experience. A medical worker, mechanic, farmer, student or other background begins with different familiarity and practical context.

03 · Aftermath

Collapse aftermath

The aftermath establishes how the character reached the current world state. It can influence injury, trauma, starting equipment, location, known places and unresolved personal history.

04 · Close ties

Starting relationships

Pre-game decisions can leave the character alone or connected to surviving family, partners, friends or other close people. Those relationships create responsibility from the beginning.

TG starting scene showing a newly entered survivor with two close companions at a ruined roadside gas station during first-day play
Concept interface. Entry can begin alone or with surviving close people whose presence already changes risk, trust and responsibility.

Persistent health and aging

World time continues and character age advances with it. Health is treated as persistent state. Disease can begin through exposure or environment, progress through symptoms, respond to treatment, and affect work, movement, recovery and community risk.

  • Injuries can leave lasting limitations or require extended recovery
  • Age can change endurance, recovery, vulnerability and physical capability
  • Sanitation, crowding, weather, nutrition and medical capacity can influence health pressure
  • Medical knowledge and treatment quality affect outcomes through the same simulation state

Family and household continuity

Relationships accumulate shared history. When housing, food, safety and personal relationships support long-term life, people can form households and families. These ties influence migration, housing, risk tolerance, grief, priorities and leadership decisions.

  • Partners and families remain individual people with their own needs and decisions
  • Dependants increase practical responsibility during travel, shortage and conflict
  • Loss can alter the behaviour and relationships of the people who remain
  • Stable communities can develop a future that extends beyond immediate survival
TG clinic treatment interface showing a wounded patient, quarantine area, infection warnings and persistent medical state inside a defended community clinic
Concept interface. Persistent health includes injury, infection, quarantine, treatment time, medicine use and long recovery pressure.
TG community interface showing household and family growth inside a stable defended settlement with gardens, housing and shared daily life
Concept interface. Stable settlements can support households, children, food production, domestic life and lasting family responsibility.

Starting conditions

Starting conditions create immediate survival obligations

The simulation begins as soon as the selected aftermath is loaded. A solo start creates one human-controlled survivor. A family start uses the surviving relatives and close relationships selected before entry. A pet can be included when the chosen start supports one. Shelter, hunger, thirst, fatigue, infected pressure, transport access and local danger are active from the first playable state.

TG solo start interface showing one survivor near an abandoned petrol station with immediate shelter, survivor contact and transport objectives
Solo start. The player begins with the character and possessions justified by the selected background and aftermath. Shelter, contact with other survivors and usable transport must be found through the live world state.
TG family start interface showing invited family members, a dog, a vehicle and immediate food, water, shelter and transport responsibilities
Family start. Every family member assigned to a real player requires an explicit invitation and acceptance before entry. Random players cannot be assigned to family identities. Starting pets become persistent dependants immediately.

Manual player control

A character currently controlled by a real player does not travel, search, fight, sleep, change equipment, accept work or make deliberate survival decisions without that player's input. AI-controlled characters remain separate persistent people until control is transferred through an authorised system.

  • Travel routes are initiated and managed by the controlling player
  • Rest, watch duty, equipment and task allocation require explicit decisions
  • Family and community resources are not automatically optimised

Pet and livestock care

Pets and livestock consume food, water, shelter capacity, medicine and care labour. Their health and survival persist with the world. Failure to provide adequate care can cause weakness, disease, loss of capability and permanent death.

  • Animals create daily consumption before they provide work or production value
  • Care, feeding, medical attention and shelter require assigned resources
  • Keeping large animal populations alive increases land, labour and storage pressure
TG safe shelter interface showing manually assigned rest and watch roles required for a secure game exit
Safe exit. Normal logout requires the controlled character to sleep inside a validated safe shelter. Rest and watch assignments are manual. Leaving outside the safe-exit flow does not guarantee survival and cannot be used to remove a character from immediate danger.

Real-Earth map

Every map scale uses the same geographic coordinates

TG uses real geographic position as the world foundation. Real city names, supported place names, coastlines, major routes, rivers, terrain and administrative geography establish location. Tactical buildings, interiors, objects and post-collapse damage are generated as game content for the local site.

  • The minimap remains available during normal play and can expand into site, area, country and world views.
  • Generated local detail uses geography, land use, climate, access difficulty, survival pressure and existing world state as inputs.
  • A difficult or isolated location can produce different shelter, access, resource and transport conditions without changing the real geographic position.
  • The server can hold exact world state while the player sees only map knowledge and intelligence that their character or community has obtained.
  • Distant regions retain persistent state through lower simulation detail until players, NPCs or events require local activation.
TG interface showing the connected site, area, country and world map levels
The minimap expands through the same geographic hierarchy without creating a separate strategic world.

Travel

Travel consumes people, transport, supplies and route capacity

Travel can be initiated for scavenging, hunting, trade, rescue, diplomacy, family search, prisoner movement, evacuation, relocation, migration or settlement founding. The route state is calculated from the selected people, transport, cargo, provisions, fuel, weather, terrain, vehicle or vessel condition and current map knowledge.

  • Route stateDistance, expected duration, known hazards, route condition and destination knowledge update as the expedition moves.
  • People and capacityPassengers, crew, pack weight, cargo volume, food, water and medical capacity limit what a group can carry and how long it can remain away.
  • Transport stateVehicles and vessels keep condition, load, fuel or propulsion state. Damage or overload can reduce speed, range and safe capacity.
  • World continuityLong routes advance through geographic segments. Encounters, weather, breakdowns, navigation errors and contact with other groups can activate detailed local play.
TG travel interface showing four survivors leaving a settlement on foot with route, supplies, minimap and destination state
Foot travel uses group composition, pack weight, supplies, weather, route knowledge and distance from home.
TG travel interface showing survivors moving by loaded vehicles toward distant ruins with fuel, cargo and route state
Vehicle travel adds passengers, cargo load, fuel, vehicle condition and road access to the same route calculation.
TG river travel interface showing survivors using an improvised handmade raft loaded with supplies
Improvised water craft use crew, cargo mass, stability, current, wind, shoreline distance and water-route knowledge.
TG expedition planning interface showing a large migration group with people, vehicles, carts, animals, cargo and a long world route
Large expeditions assign roles, vehicles, carts, animals and supply reserves before committing to multi-segment migration.

Exploration

Each location defines access, resources, visibility and route risk

The Earth layer supplies geographic position, city and district identity, major roads, rivers, bridges and terrain. When a local site activates, TG generates the tactical layout, interiors, vehicles, debris, access points and post-collapse condition from the site archetype and persistent world state. Search results then depend on the site's original function, previous depletion, damage, occupation and current access.

  • High streetsShops, pharmacies, service access, parked and abandoned vehicles, rear entrances and street obstructions create several search paths within one block.
  • HospitalsMedical stores, treatment areas, ambulances, utility rooms and quarantine-capable spaces can provide high-value medical recovery. Previous evacuation and looting reduce what remains.
  • Police stationsEvidence rooms, holding areas, protective equipment, communications, utility stores and secured weapon storage can exist when the generated site state supports them.
  • Housing blocksApartments, shared courtyards, household stores, narrow access routes and multiple vertical sight lines create dense local search spaces.
  • BridgesBridge condition, blockage, structural damage, exposure and remaining crossing width determine whether the route is usable and what alternate route is required.
  • Infected distributionSlow infected occupy streets and sites according to local population history, barriers, activity, migration, noise and elapsed time. Distant infected can remain visible before they become an immediate engagement.
TG exploration interface showing survivors looking across a large abandoned city district with distant slow infected and multiple streets to search
City-scale exploration can expose several streets, routes and distant infected before the group commits to a specific site.
TG exploration interface showing survivors scavenging an abandoned high street with pharmacy, shops, damaged vehicles and slow infected further up the road
A high street combines shop interiors, vehicles, service access and street visibility within one tactical search area.
TG exploration interface showing a survivor group outside an abandoned hospital with ambulances, medical access points and slow infected in the distance
Hospital recovery centres on medical storage, treatment spaces, utility access and the condition left by evacuation or previous scavengers.
TG exploration interface showing survivors entering an abandoned police station with evidence rooms, holding areas, police vehicle and secured storage
Police sites can contain restricted rooms, evidence storage, communications, protective equipment and secured supplies.
TG exploration interface showing survivors inside an abandoned high-density housing courtyard with apartments, household loot and slow infected beyond the group
Residential blocks provide repeated household searches, shared spaces, narrow approaches and multiple points of entry.
TG route interface showing a survivor group assessing a damaged bridge, abandoned vehicles and slow infected beyond the crossing
Bridge travel uses structural condition, exposure, obstruction and alternate-route availability before the group commits to crossing.
TG concept interface showing a survivor searching a downed infected person and transferring clothing, tools and body parts into inventory
Concept interface. Searchable bodies, inventory transfer and immediate field interaction support practical scavenging decisions.

Physical interaction

Physical properties determine what players can take, move and repurpose

Homes, vehicles, workshops, farms, bodies and infrastructure contain useful things. Gathering uses direct interaction with physical objects. If an object physically exists and can plausibly be taken, moved, dismantled, connected, repaired or repurposed, the interaction system should recognise that capability.

  • A battery remains an electrical source. Wire conducts. Water changes electrical and fire behaviour. Rope can connect or restrain.
  • Fire produces heat, light and smoke. Rain changes wetness, ignition and electrical risk through shared world rules.
  • Objects are defined by reusable properties, materials, states and connection points so unexpected player combinations can work without a bespoke recipe.
  • Scarcity comes from condition, relevance, access, transport, depletion and the danger involved in recovery.
TG early survival interface showing a lone survivor in cold rain outside the Red Mile Gas station with low food, low water, fatigue, pain and scavenging pressure
Concept interface. Early survival combines exposure, exhaustion, pain, limited inventory and uncertain scavenging progress.

Settlement development

Settlement growth increases capability and responsibility

Construction stays strategically important without becoming a building simulator. Players choose what and where to build. Survivors supply labour and materials. Farming, medicine, workshops, water, power, transport, animals, religion, law, recreation, relationships and family life become possible as capability and safety improve.

Frame from the TG concept clip showing survivors hunting and gathering outside a settlement
Survivor

Immediate survival

Shelter, water, food, useful objects, movement, health, concealment and the decision to stay or travel.

Frame from the TG concept clip showing a council facing a limited-medicine leadership decision
Community

Community life

Trust, grief, responsibility, theft, leadership, disagreement, work and difficult decisions determine whether people stay together.

TG concept interface showing an upgraded defended community with research, farming, workshop, water, power and medical infrastructure
Settlement

Settlement capability

Food production, clinics, workshops, watch systems, communications, transport, research and institutions increase opportunity while creating larger needs and larger targets.

Community scale and authority

Community size depends on available resources and management capacity

A population remains viable through food, water, housing, sanitation, medicine, labour, security, transport and governance capacity. Each resident keeps a persistent character identity. Settlement panels aggregate work and resource state while selected, tasked and tactically relevant people remain individually addressable.

  • Operational capacityPopulation pressure increases consumption, housing demand, disease exposure, work coordination, gate traffic and defensive staffing.
  • Work assignmentFarming, hauling, cooking, child care, water collection, crafting, construction, scouting and maintenance compete for available people.
  • Trade accessVisiting caravans can be checked at gates, recognised through reputation, admitted under local rules and negotiated against available cargo.
  • Alert reassignmentThreats can move people from normal work into gate crews, towers, ammunition handling, medical support, evacuation or reserve positions.
  • Interface densityName and role markers focus on selected, assigned or tactically relevant people. Population-wide status remains available through the settlement panel.
  • Server capacitySimulation LOD and region partitioning reduce detail for distant people and inactive areas while preserving persistent identity and consequential state.

Community leadership

Inside an established community, leadership support uses recorded community work, responsibilities, trust, results, social standing and the governance rules adopted by that community. Work performed for the community is a primary source of legitimacy.

  • Leadership authority is stored as a community relationship and permission state
  • Support can change after failure, absence, death, conflict or loss of trust
  • Community rules can define how authority is granted, challenged or transferred

Independent leadership

Outside an established community, leadership can form from personal resources, field experience, demonstrated competence, equipment or transport control, reputation, followers and coercive power.

  • A well-supplied survivor can attract people who depend on those resources
  • Experience and successful decisions can increase voluntary support
  • Control of weapons, transport or supplies can create coercive authority
Granted authority can include helping or admitting people, abandoning a person or group, assigning punishment, detention or exile, and seizing property, cargo, vehicles or controlled space. The action is recorded through witnesses, evidence, ownership changes, relationship memory and community history.

Admission, quarantine and expulsion

When local governance gives a leader gate authority, that leader can admit, quarantine, refuse or expel arrivals. Decisions use visible symptoms, medical examination, witness reports, known exposure and other information available inside the simulation. Hidden infection is not revealed automatically.

  • An admitted infected survivor can create an internal outbreak through ordinary contact and disease rules
  • Criminal expulsion depends on local rules, evidence, witnesses and authority
  • A collapsed settlement remains physically present with surviving structures, vehicles, equipment and stored resources available to later scavengers or occupiers
  • Starting an unrelated new character does not restore the collapsed settlement or return consumed resources
TG community gate interface showing leader choices to admit, quarantine or expel new arrivals while infection risk and suspect history remain uncertain
Gate authority uses local rules and available evidence. Admission can strengthen a community or introduce a threat that was not detected in time.
TG settlement interface showing a player-created ritual gathering with a memorial, community roles, animal care, food stores and active work assignments
Community customs use the same persistent people, places, objects, labour, memory and resource systems as other activities.

Community rituals and institutions

Communities can create religious practices, memorials, ceremonies, oaths and repeated customs through generic social systems. A practice can define participants, location, time, objects, symbols, leadership, repetition, rules and resource cost without requiring a pre-named ritual template.

  • Gatherings consume time and can reduce available labour or security coverage
  • Food, fuel, objects and designated spaces can become part of repeated practice
  • Participant memory, grief, trust, belonging, discipline and conflict can change through the resulting events
  • The world history system records consequential customs and institutions created by players
TG settlement interface showing a large active population working across farms, workshops, clinic, guard towers and shared spaces
Settlement management keeps individual people visible while the interface aggregates population, labour, storage and service capacity.
TG settlement interface showing farmers, builders, cooks, water collectors, child care, crafters and scouts working simultaneously
Daily labour is distributed across food, water, construction, care, production, scouting and maintenance tasks.
TG settlement gate interface showing a trade caravan, pack animals, vehicles, guards, refugees and trade controls
Gate traffic can combine traders, refugees, guards, cargo, pack animals and vehicles under local access rules.
TG large settlement under horde alert with named defenders, gate crews, rifle positions, medics and ammunition handlers
During an alert, work roles can be replaced by defensive assignments while the settlement continues tracking casualties, supplies and gate pressure.

Human consequences

Leadership decisions create persistent human consequences

People remember who made a decision, who benefited, who carried the cost, what information was available and who witnessed the result. Pain, grief, fear, attachment, trust, fatigue and prior treatment change how the same decision is received by different people.

  • The design target is psychologically grounded. Pain, stress, grief, trust, fear, attachment, fatigue and memory persist as character state and can influence behaviour.
  • What happened, who witnessed it, what was reported and what people believe can differ.
  • Behaviour, dialogue, refusal, cooperation, withdrawal, risk tolerance and conflict can express psychological state without exposing every internal value as a visible meter.
  • Families, friendships, institutions and responsibilities make death and failure consequential beyond lost inventory.
  • Psychological systems are planned for specialist review and long-run simulation testing during production.
  • Failure changes history. Settlements can split, migrate, collapse, be occupied, rebuilt, or later discovered as ruins.
TG leadership council interface showing a community meeting, three final decision options and visible psychological strain across the group
Concept interface. Leadership decisions can alter trust, morale, grief, risk and the future of the people who remain.

Human conflict

Human conflict depends on preparation, position, information and logistics

Combat preserves material advantages and strategic differences between communities. A larger and better equipped group may overwhelm a smaller one. A smaller group can survive or win through better terrain, defences, scouting, mobility, training, concealment, supply disruption and leadership.

Human attacks use ordinary world state. A hostile group must reach the location, observe the target, choose a route and position, carry the required equipment and remain undetected long enough to act. Sentries, patrol timing, radios, lighting, cover, elevation, hearing and line of sight determine detection. The server records injuries, deaths, witnesses, evidence, stolen property, damaged infrastructure and later retaliation.

The objective panel in these concept interfaces can display a plan created by player or NPC intent. A predefined quest is unnecessary. Plans can change when the target reroutes, a sentry moves, an alarm is raised, an attacker is seen, or the group withdraws.

TG human conflict concept interface showing four attackers concealed outside a fortified settlement while sentries and guards patrol the walls
Settlement infiltration. Attackers can observe sentry routes, tower visibility, gate controls and covered approaches before moving closer. Discovery can trigger alarms, gate closure and defender reassignment.
TG human conflict concept interface showing a hidden survivor group waiting beside a road for an approaching convoy
Road ambush. The convoy is a travelling group following its current route. Ambushers can use route intelligence, terrain, cover and timing. Delays, rerouting or incorrect intelligence can cause the target to miss the prepared position.
TG human conflict concept interface showing a close silent attack from behind while other group members hold concealed positions
Close silent attack. A rear approach requires close range without entering the target's visual or audible awareness. Surface noise, movement speed, nearby witnesses and target state affect detection. Close weapons such as a hatchet use the same position, injury and evidence systems.
TG human conflict concept interface showing a survivor using a crossbow from an elevated concealed position above an occupied market street
Crossbow overwatch. The shot uses line of sight, elevation, projectile travel, target movement and impact. Crossbow fire has a lower acoustic signature than most firearms. Misses, impacts and visible casualties can still expose the firing position.
TG concept interface showing a defended settlement gate with guards, fortifications and a dense infected mass outside the wall
Concept interface. Defensive position, labour, field of fire, morale and settlement design shape a live confrontation.

Combat conditions

Walls, gates, watchtowers, roads, blind spots, ammunition, vehicles, medicine, fatigue and supply routes shape the outcome. Battles leave damage, wounded people, missing people, consumed resources and altered settlements.

  • Strong defences can multiply the value of fewer people
  • Long-distance attacks require food, fuel, transport and communications
  • Occupation is harder than destruction
  • Military strength has geography and cost

Tactical information

There is no intended omnipresent tactical world chat. Nearby survivors can speak directly. Longer-distance communication depends on radios, devices and infrastructure. Binoculars, scouts, observation posts and working communication networks therefore matter.

  • Light affects everyone who can physically see it
  • Concealment can prevent a hidden player from being rendered to an opposing client
  • Sound can reveal approximate presence without revealing exact identity
  • Maps preserve the latest verified information available to the character or community

World modes

Offline and online worlds use the same simulation foundation

Offline single-player provides the complete simulation as a standalone mode. Persistent online worlds continue while players are away. The shortest planned public online world lasts one week. The longest planned public online world lasts five years. Monthly, four-month and yearly profiles provide additional commitment levels.

Short commitment1 week

Fast survival pressure, early shelter, limited infrastructure and rapid consequences.

Short season1 month

Enough time for stable camps, local trade, first alliances, shortages and settlement growth.

Core long-form4 months

Supports farming, community institutions, migration, developed conflict and substantial world history.

Persistent year1 year

Long-term diplomacy, infrastructure, ecology, aging, relationships and regional political history gain greater weight.

Maximum planned5 years

Multi-year character continuity, aging, settlements, long migrations, institutions and consequences can accumulate across an extended world history.

TG five-year world interface showing a mature settlement with accumulated history, population, families, production and long-term world events
Concept interface. The longest world profile supports multi-year history, mature settlements, community memory and long-form progression.

Persistent world change

Seasons, weather, ecology, disease pressure, horde migration and human decisions alter conditions over time. Curated live world events can introduce major pressures such as storms or migration, while the simulation determines the consequences.

  • Updates can add new capabilities, discoveries and pressures
  • Routine content updates preserve existing player history
  • New systems are designed to attach through data, components and shared rules

Community continuity

An official forum is planned alongside the game from the beginning to support world history, community organisation and longer discussion. Private community areas can follow in-game membership while live tactical intelligence remains inside the game.

  • World and community history can survive beyond an individual session
  • Faction discussion remains separate from in-world radios, scouting and map intelligence
  • Archived worlds can preserve the history players created

Responsibility handover

Persistent worlds should support people with different real-life availability. A player can hand community responsibilities to another trusted person before leaving. Authority, storage access, watch duties and operational roles can move through explicit permissions.

  • Logging off does not require surrendering the character to another player
  • Responsibilities can be transferred without transferring account ownership
  • Returning players re-enter a world that may have changed during their absence

Joining established worlds

New players can enter an established server through plausible survivor circumstances. They may arrive alone, meet an existing community, appear through a refugee or traveller context, or begin in a less populated region that still has room to develop.

  • Older servers remain accessible to new players
  • Existing settlements create opportunities, risks and political conditions for newcomers
  • World history remains intact when a new character enters

Product model

Core progression and survival systems are included in the full game

TG is intended as a complete product at purchase. Core survival, construction, equipment, transport, farming, community capability and progression are included in the game. Microtransactions are limited to cosmetics.

No pay to win

Optional purchases, if used, are cosmetic. Cosmetic purchases carry zero simulation, visibility or progression advantage.

Broad hardware target

The restrained isometric presentation reserves computational budget for simulation and supports a broad hardware target.

Additive development

New crops, tools, sensors, buildings, vehicles and other content reuse existing capability systems whenever technically appropriate.

Mature by design

Graphic violence, injury and difficult human decisions serve consequence and realism.

Project status

Project TG is private pre-production work by Peter Far

TG is currently in pre-production as private work by Peter Far. Public material consists of product design, engineering documentation and concept media.

Owner
Peter Far
Status
Pre-production
Public material
Design documentation, engineering specification and concept media
Representation
Private project by Peter Far.

Funding and collaboration

Funding and specialist collaboration are open

Relevant discussions include funding, production, engineering, geospatial technology, simulation, online infrastructure, art and specialist research. No funding amount, valuation, equity allocation, revenue forecast, release date or existing partnership is presented on this page.

Funding routes

Appropriate conversations can include private funding, publishing and production support, grant and innovation routes, co-development financing, and strategic technology or data support.

Specialist collaboration

High-value collaboration is relevant where it directly supports the defined world, simulation, tooling, runtime, infrastructure, art, production or research requirements.

Contact

Project TG contact details

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Project TG calling card showing the official TG logo, title, and dark post-collapse world concept image