Press kit
Being Human Press Kit
Everything here may be used freely in coverage of Being Human — screenshots, footage, copy, the lot. If you need something that isn't here, email us and a human answers.
Fact Sheet
- Game
- Being Human
- Developer
- Independent — a tiny team led by Doug Silkstone
- Engine
- Custom falling-sand simulation engine, written in Rust
- Platforms
- Steam (PC) and browser (WASM)
- Status
- Pre-alpha · closed playtests via wishlist invites
- Release
- Early Access — date announced when it's real
- Price
- TBA
- Website
- thisisbeinghuman.com
- Contact
- hello@thisisbeinghuman.com
- Community
- discord.gg/fKkp8pvvFt
Short Description
Being Human is a falling-sand survival epic about the whole arc of us: learn to walk, master fire, raise a civilization from the dirt up — and discover what it means to be human, on a fully simulated planet where every grain obeys physics.
Long Description
Being Human starts with two legs, a cold wind and a whole planet underfoot. The world is a real, round planet simulated grain by grain: dirt slides, water finds the cracks, lava cools into new stone, and everything you build has to live with that.
Play through the arc of humanity — discover fire, smelt bronze, raise walls, farm the quiet years, survive the wars, and bury the people who made it worth it. The underground is generated all the way down; the sky holds a working solar system, and the endgame is leaving. Getting off the ground is the challenge. Staying human is the game.
It's built for players raised on god games and factory floors — Populous, Black & White, Factorio, Noita — with a simulation-first philosophy: nothing canned, nothing painted on. If it moves, it's simulated. Even the walk cycle is solved live, joint by joint, against terrain that may have just collapsed.
Key Features
- A real, round planet simulated grain by grain — dirt slides, water finds the cracks, lava cools into new stone
- The whole arc of us: learn to walk, master fire, farm, build, war, love, leave for orbit
- Procedural IK bodies — every step solved live against terrain that just changed
- Weather, seasons, day/night and moonlight that actually matter to survival
- Underground generated all the way down: caves, aquifers, ores, magma
- A working solar system overhead — the endgame is leaving, if you can
- For players raised on Populous, Black & White, Factorio, Noita and Terraria
Footage
Direct MP4 downloads, 1080p60, in-engine, pre-alpha.
- being-human-demo-1080p60.mp4 — first-look gameplay reel, 1:19(47 MB)
- ik-controller-demo-1080p60.mp4 — procedural locomotion test, 0:51(41 MB)
Screenshots
Click any image for the full-resolution PNG.
Wordmark & Usage
The wordmark is simply BEING HUMANset in Cinzel, white with “Human” in copper (#db9a68) on near-black (#091015). Don't stretch it, recolour it, or set it on busy backgrounds.
Streaming, video coverage and monetized content are welcome — no permission needed. Please don't imply endorsement, use the assets for AI training datasets, or present pre-alpha footage as final quality (it isn't; that's the fun).











