Brave New Wonders Preview

Developer
City From Naught Inc.
Publisher
City From Naught Inc.

Brave New Wonders is a new game with a different approach, trying to incorporate AI into its game. Before we begin, I want to say AI (technically, I would consider it General Artificial Intelligence or Advanced Machine Learning) is becoming the norm. Whether we like it or not, it will become more common in the future. While AI in games is common, it shouldn’t be used for everything, such as artwork or voiceover. This game is not a factory-automation title obsessed with conveyor-belt efficiency (think of Factorio) or perfectly optimized ratios. Instead, it asks you to think in terms of intent and logic, then live with the consequences of your decisions.

I was unsure how this game would work, since a preview mentioned it leverages an AI prompt to help automate tasks for you, so I had to give it a try. Brave New Wonders is less about building flawless systems and more about teaching them how to behave. It rewards experimentation and patience and has no problem exposing flaws in your own logic.

Automation Driven by Intent

The lack of conveyor belts is not missed in the game; instead, you will create automated bots and drones to gather and move items for you. Materials are moved entirely by automatons following written instructions. Early on, I leaned on preset behaviors to get production running, but the game truly opens up once you start writing your own rules.

These instructions feel more like guidelines than scripts. You can define priorities, reactions, and conditions, allowing automatons to adapt instead of blindly repeating tasks. The behavior editor helps keep things readable without limiting creativity. Watching multiple automatons successfully coordinate based on instructions I wrote felt incredibly satisfying, especially after a few failed attempts.

Factories and wonders can also communicate through signals, which adds depth without unnecessary complexity. I eventually built small self-regulating networks that responded to shortages or idle time on their own. It felt less like assembling machines and more like designing a living system. It can be messy and inefficient at times, but that imperfection is part of its charm.

Though, to be warned, the beginning can be pretty long, and you will spend a good chunk before you get to the point where you can generate a prompt.

Ruins, Relics, and Meaningful Choices

Outside the factories, Brave New Wonders encourages exploration in a world that feels ancient rather than freshly destroyed. Ruins from a long-dead civilization dot the landscape, often guarded by hostile machines. Combat exists mainly to support exploration, and while it is not especially deep, it does its job.

The real reward comes from relics. These artifacts shape your technology progression and define your civilization’s future. There is no single tech tree to complete. Every relic choice pushes you down a specific path while closing off others. That sense of commitment makes each playthrough feel distinct.

I appreciated how permanent these decisions felt. Whether I focused on logistics, exploration, or military strength, the game never pretended I could have everything. It respects your choices and expects you to adapt.

Islands, Airships, and Early Access Potential

The world is divided into multiple islands, each offering unique resources and advantages. Traveling between them with your massive airship is a highlight. It functions as both a transport hub and a factory hub, reinforcing the game’s emphasis on large-scale systems rather than isolated builds.

Brave New Wonders is still in Demo or Playtest, and some rough edges remain. Specific systems could communicate more clearly, but City From Naught’s confidence and openness to feedback are encouraging. This is a game carving out its own space, and if you value creativity and problem-solving over perfection, it is already doing something special.

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