---
title: "S&World - s&box game"
description: "A pixel god simulator. Raise land, seed life, watch kingdoms rise and fall, or wipe it all with a meteor."
canonical: "https://sbox.watch/games/reg/s_world/"
generated_at: "2026-10-05T15:46:52.050Z"
---

# S&World

A pixel god simulator. Raise land, seed life, watch kingdoms rise and fall, or wipe it all with a meteor.

- Type: game
- Ident: reg.s_world
- Creator: reg
- Canonical: https://sbox.watch/games/reg/s_world/
- Markdown: https://sbox.watch/games/reg/s_world/index.md
- sbox.game: https://sbox.game/reg/s_world/
- Generated: 2026-10-05T15:46:52.050Z

## Stats

- Playing now: 0
- 24h player peak: 1
- 24h momentum: +3
- Terry score: 81%
- Favorites: 138
- Upvotes: 84
- Downvotes: 12
- Total players: 942
- Total sessions: 1.2k
- Cumulative playtime: 27 days
- Playtime gained over the last 7 days: 2.5 days
- Seven-day playtime baseline observed: 2026-09-28T00:35:30.441Z
- Updated: Sep 24, 2026
- Created: Aug 14, 2026
- Size: 10.7 MB
- Files: 140
- Tags: chaos, civilization, evolution, godgame, kingdoms, pixel, sandbox, simulation

## Description

S&World

A pixel world in a box, and you are the god of it.

Every world starts empty. No creatures, no villages, no story. What happens next is
whatever you put there and whatever it does on its own afterwards.

Shape the land

Raise mountains, carve valleys, paint biomes, plant forests. Water is not decoration:
it only flows where you open a path for it. Dig a channel from the sea and it fills
your valley. Dig a pit in the middle of nowhere and it stays dry stone.

Seed life

Drop humans, wolves, bears, sheep, foxes and rabbits anywhere. They hunt, eat, freeze,
fall in love, raise children and die of old age. Every creature carries traits that
pass to its offspring, so a lineage drifts over generations.

Watch civilisation build itself

Humans found villages, take up trades, chop wood, mine stone, farm, forge weapons,
write books and worship. Villages grow into kingdoms, kingdoms split into cultures,
faiths and languages. Nothing is scripted: a village that runs out of food really
starves, and a kingdom that grows past what its king can hold really falls apart.

Then break it

Armies march behind their captains. Sieges take months and can be broken by relief.
Villages rebel, kingdoms fall, cities burn. Or skip the politics and call down a
meteor: the crater stays on the map for centuries, scorched and bare, until the grass
slowly creeps back in.

Features

- Living tile world with terrain, biomes, vegetation and flowing water
- Six species with inherited traits, hunger, ageing and breeding
- Villages, jobs, resources, buildings and construction
- Kingdoms with kings, village leaders, cultures, religions, languages and clans
- Wars, armies, captains, sieges, rebellions and conquest
- Ages of history that arrive from what your world actually did
- World laws: switch whole systems on and off mid game
- Disasters: meteors, lightning, wildfire, plague, drought, earthquakes
- 42 divine powers, some earned rather than given
- Achievements, a bestiary and divine points that unlock new powers
- A soundtrack that follows the mood of your world
- Full save and load
- English and Russian


## Updates

### Hands and Bloodlines

Sep 24, 2026 · Version 1.2.7

Magnet - pick up to sixty creatures under the brush and carry them anywhere, even while time is paused. Let go gently and they land where you put them, let go in a sharp swing and they fly off and hit the ground hard…
**Added**

- Magnet - pick up to sixty creatures under the brush and carry them anywhere, even while time is paused. Let go gently and they land where you put them, let go in a sharp swing and they fly off and hit the ground hard enough to kill
- A new life far from home - villagers carried more than thirty tiles from their village leave it. Set down on someone else's land they join that village, set down on empty land three or more of them found a village of their own. Rulers, bandits and mages always walk back home
- Family tree - a new button on the person card opens their bloodline: grandparents, parents, spouse, brothers and sisters, children and grandchildren. The dead stay in it with their years, rank and how they died, and a click on any relative rebuilds the tree around them
- Family on the card - the person card now lists spouse, mother, father and how many of their children are still alive
- Dynasties - every village card shows the house on the throne, how many rulers in a row it has given and for how many years. The Rulers button lists every reign of the kingdom and who each ruler was to the one before: son, grandson, kinsman or a new house
- Chronicle - it now records when a house loses the throne and when a crown passes to a grandchild

**Improved**

- Heirs by blood on both sides - a king's son or daughter now takes the crown, and a grandchild comes next. Blood used to be traced through mothers only, so a king's children lost the throne to any kinsman and dynasties survived only through the female line
- Royal houses keep their name - a king's children carry their father's house, so a dynasty no longer changes its name with every heir
- Marriages - brothers and sisters no longer marry each other while anyone else lives nearby

**Fixed**

- The Dragon brush and the rain, heat and frost brushes have icons in the power bar instead of empty squares

**Known issues**

- Worlds saved before this update start their families from the moment they are loaded: people born earlier have no known parents

### Dragon

Sep 21, 2026 · Version 1.2.6

A dragon comes from far lands. Once a world holds eight hundred people and falls into an age of Chaos, Blood or Ruin, one may appear at the edge of the map and fly across it in plain sight, and you get a minute to…
**Added**

- A dragon comes from far lands. Once a world holds eight hundred people and falls into an age of Chaos, Blood or Ruin, one may appear at the edge of the map and fly across it in plain sight, and you get a minute to understand what is coming before anything burns. There is never more than one, and the next comes no sooner than twenty years after the last one dies
- It builds a lair high in the mountains, far from any village: a burnt rock with a black cave mouth, bones and gold at its foot. That is where it sleeps, heals its wounds, and piles up everything it takes
- Fire breath. It hangs in the air and burns everyone within three tiles, and the ground it hits keeps burning on its own. It will not walk into a shield wall: five men around it and it stays out of reach and burns them from above, while a lone traveller or a small party it simply takes with its claws
- It does not just kill, it robs. A dragon circling a village carries off part of its treasury to the mountain, and the number in the village panel falls with no war and no siege.
- The crown answers blood, not fear. From the tenth killing the dice are rolled every month and each further body makes the roll heavier. When it comes up, a village musters its warriors and they walk to the lair: a real march that can arrive too late, and a real fight the crown can lose
- The lair is the target, not the dragon. Nothing in the world can outrun it, so the army goes to the mountain instead, and the dragon that finds soldiers at its nest drops everything and flies back to defend its hoard
- Whoever gets there takes it. The hoard goes to the village whose men reached the mountain, and the chronicle tells the whole story either way: the hunt that came back with nothing, the lair plundered, the dragon dead
- A boss bar at the top of the screen: its health, what it is doing right now, how many it has killed, how much gold it sits on, and who is marching on it. Click it and the camera goes straight to the dragon
- The world law "Dragons" turns the whole thing off, living dragon included
- A new brush in the Creatures tab calls one down wherever you want, even into an empty world, and it settles into the nearest mountains

### 1.2.5

Sep 16, 2026 · Version 1.2.5

Zombies – a plague that spreads by touch. A zombie does not have to win the fight or even hurt you much: any blow it lands is a bite. The one it touched keeps walking, keeps working, keeps fighting, and may well cut…
**Added**

- Zombies – a plague that spreads by touch. A zombie does not have to win the fight or even hurt you much: any blow it lands is a bite. The one it touched keeps walking, keeps working, keeps fighting, and may well cut the zombie down — and turns anyway, some five to eight seconds later. A village wins the battle and loses the war
- The infected are marked – a sickly green mark sits above the head of everyone carrying the plague, so the doomed can be picked out of the crowd while they are still swinging a sword, and you get those few seconds to decide: bless him, or put him down first
- A zombie walks past anyone it cannot infect – the already bitten, the blessed, anyone at all once the world is full of undead. It is a carrier, not a killer, and there is nothing for it in a man it cannot turn
- Skeletons – the only monster that fights at range. They carry bows, hold their distance, back away when you close in and draw a knife only when cornered. A cursed man rises as one when he dies, the dark mage raises his own, and in the Age of Blood a necromancer walks out of a village mine with sixteen of them behind him
- Demons – they invade in the Age of Blood, two to five at a time, once the world holds three hundred souls and five villages. A demon has twice the health of a man, hits more than twice as hard, and sets the ground alight as he walks. A warrior with bloodlust who kills an enemy soldier in that age may turn into one himself
- A blessing wards off undeath – a blessed man cannot be bitten into a zombie, and the dark mage will not lay a curse on him either. It is the only shield against the undead there is, and it is in your hands
- The law Undead – one switch over all of it. Turn it off and nothing rises any more, no demons come, and every monster already walking crumbles the same month
- Lava – it runs downhill and never up, burns whatever it touches, sets forests alight and cools into bare stone. Poured into the sea it makes new land, so a coastline can be burned into the shape you want
- Volcanoes – the ground splits, a mountain rises where it split, burning bombs are thrown into the air and land where they land, and the vent left behind keeps spitting for years afterwards
- The law Lava cools – leave it on and a flow hardens into stone on its own. Turn it off and what you poured stays molten for good
- Six new powers – Zombie, Skeleton and Demon under Creatures; Undead plague under Destruction; Lava and Volcano under Nature
- A chapter on the undead in the wiki – where they come from, what they are worth in a fight, how to kill them and how to switch the whole thing off, plus three entries on lava

**Improved**

- The dark mage raises real skeletons now – what he used to raise was a living neighbour handed a bandit's job and an undead mark, which read on screen as a peasant who had turned slightly green
- Monsters are counted apart from the living – the population line used to fold them in with people, so people plus beasts stopped adding up to the total the moment anything undead walked the map
- Worlds saved before this update load as they always did, and the two new laws arrive switched on instead of silently off

### Cheats menu

Sep 9, 2026 · Version 1.2.4

Cheats. A world can now be born with its rules unlocked, and twenty four switches let you break them instead of merely turning systems off.
**Added**

- Cheats. A world can now be born with its rules unlocked, and twenty four switches let you break them instead of merely turning systems off.
- Cheats are chosen once, when the world is created. The choice cannot be taken back, and a world made without them has no cheat menu at all.
- The menu opens from the pause screen, right under Laws.
- Life: endless food, invincible creatures, one-hit kills, baby boom, born grown and reincarnation.
- Plenty: full granaries, instant building, endless powder, instant knowledge, rushing ages and no desertion.
- War: total war, everyone armed, instant sieges, bandit world, mages without waiting and cannibal world.
- Chaos: the dead rise, mutantbox, mad world, exploding mushrooms, everything burns and meteor rain.
- The dead rise. Everyone who dies gets back up as undead, so every battlefield hands the enemy straight back to you.
- Everything burns. Fire crosses stone, snow and open water, and nothing puts it out but time.
- Exploding mushrooms. Step onto a mushroom field and it goes off under you.
- A cheated world is marked in the world list and sets no records of its own. Achievements still unlock as usual.

**Improved**

- Natural disasters. The switch in world creation finally sets something: it used to change nothing at all, and meteors kept falling after you turned it off. It now sets the starting state of the Disasters law, which you are still free to change later.
- Laws and Cheats close with a cross, not only with Escape.

### Rain, Snow and Drought

Sep 3, 2026 · Version 1.2.3

Weather. The whole world lives under one sky at a time, but the land decides how it falls.
**Added**

- Weather. The whole world lives under one sky at a time, but the land decides how it falls.
- Rain over open ground, snow over permafrost and drought over sand and savanna, all in the same month.
- Snow. Any weather that reaches cold land falls as snow: it drifts down slowly and the wind carries it much further than rain.
- Seasons. Temperature swings from deep winter to high summer, so the poles freeze while the equator never does.
- Wind. One direction for the whole world, turning every 2 to 4 years, and precipitation slants with it.
- Storms, with rare lightning.
- Deadwood. Trees killed by drought stay standing, dry and grey.
- Three weather brushes: rain, heat and frost.
- A weather brush also shifts the climate of the region, so enough of it turns forest into savanna over decades, or walks the land back down to permafrost.
- A new world law, Weather, that switches the whole system off.
- Weather is kept in the save and continues where you left it.

**Improved**

- Rain puts out fires. Until now nothing in the game could stop one except time.
- Rain adds 30% to a village harvest.
- Drought halts all plant growth, dries up shallow water and cuts harvest by 40%.
- Drought doubles how fast an existing fire spreads, but never starts one itself.
- Frost cuts a village harvest by 60%, and can kill it outright instead, with a coin flip each month.
- Ground colder than the freezing point yields nothing at all, so the far north starves through winter and lives through summer.
- Deadwood catches fire more easily than living trees, and woodcutters will take it for firewood.
- The temperature layer, generated with every world and never read by anything, now drives the whole system.

### Bars and the Block

Aug 29, 2026 · Version 1.2.2

The prison is a building now. Stone walls, a barred window across the whole front and an ironbound door, and it goes up the moment there is somebody to lock up: no village keeps an empty jail waiting, and none builds a…
**Added**

- The prison is a building now. Stone walls, a barred window across the whole front and an ironbound door, and it goes up the moment there is somebody to lock up: no village keeps an empty jail waiting, and none builds a second one. Before this the cells were an idea with nothing behind them, and a captive simply stood on the grass by the hall
- A man serving his term is inside, not on display. He is gone from the map for as long as the sentence lasts, and the building speaks for him: the walls say where he is, the mark says how long he has left
- Click the prison and it tells you who is in there and what for: every name, every crime and the months left on each
- A prisoner is marked on the map the way a capital is. A barred sign with his name and his remaining months hangs over the village and stays the same size however far you pull back, so a man in the cells can be found from the far view instead of hunted for village by village
- Up close he is unmistakable: irons on his head in a colour no banner uses, and grey sacking instead of his king's colours. He wears no crown, no banner and no blade, and among a crowd of coloured shirts that reads at a glance
- Execution is a procession, not a number hitting zero. When the months run out the man is brought out of the cells, two of the village walk him across to the block by the hall, and he is put to death there in the open. The body lies on the square for a while afterwards, so the player can walk over and see what happened rather than read about it later

**Improved**

- Starting a new world without restarting the game no longer breaks the plotting. A king's schemes, his man on the road and everything built on them kept pointing at the world before, so in every world after the first one of a sitting they quietly did nothing at all: the plot ran, the chronicle reported it, and not one thing happened on the map you were looking at

### Chains and Purges

Aug 28, 2026 · Version 1.2.1

The cells. A man sent to do a king's dirty work no longer simply dies when he fails. If a guard is standing there he is taken alive, and from that moment he is a person on the map with a name, a crime and a date: he…
**Added**

- The cells. A man sent to do a king's dirty work no longer simply dies when he fails. If a guard is standing there he is taken alive, and from that moment he is a person on the map with a name, a crime and a date: he stands by the hall of the village he came to rob, in grey rags instead of his king's colours, with a steel mark over his head
- Getting caught now has four different endings instead of one. The dice decide whether the deed was done, the guard decides whether he walks away. No guard and a clean strike, and he is gone before anyone learns who sent him. No guard and a botched one, and the crowd cuts him down in the street. A guard and a botched strike, and he is taken before he can act. A guard and a clean strike, and the king is dead and his killer is in irons all the same
- A plot that leaked is a plot that is expected. If word got out, the town is waiting for him whether or not a single soldier happens to be standing in the square
- The sentence fits the crime. Three months for the blood of a king or for powder, six for arson or plague, a full year for a hand in the treasury. His card says who holds him, what he was taken for and how many months he has left, and his health says the rest
- Public execution. When the months run out he is put to death in front of the hall. The village that holds him enjoys the spectacle, his own village hears of it and does not, and the two crowns hate each other twenty points more than they did. More than once that is the last push into open war
- The answer comes at once. The crown that caught him does not spend a year making up its mind: a weaker victim sends a killer of its own, a stronger one declares war, and one in between sends fire
- Three ways to walk out alive, and not one of them can be bought. A god's touch snaps the irons and the man goes home. The village holding him falls to another crown. The village holding him dies. In the last two he leaves with nothing and nobody, which is exactly how men end up in the woods with a knife

**Improved**

- A world down to a single crown is no longer a world without schemes. Once the last rival was swallowed, kings stopped plotting entirely: five kinds of plot out of ten quietly switched off, and the late game went silent for centuries at a time. Now the crown looks inward and moves against the governor of its least loyal village, with the same waiting, the same man on the road and the same cells at the end of it
- A man in irons is no longer counted as a spear. The village he came from stops listing him among its defenders and stops marching him out to wars he cannot reach

**Fixed**

- Loading a save no longer renames the whole world. Every name was worked out from where the person happened to sit in memory, and saving shuffles that, so each load handed fresh names to every living soul, kings included. The chronicle went on talking about people who no longer answered to those names. A name now belongs to the person and survives the save

### Thieves and Towers

Aug 25, 2026 · Version 1.2

Bandits. Famine, a crushed revolt and years without a home put men on the road. A thief goes on living in his own village, wears its colours and looks like any neighbour, and quietly lightens its store and the crown's…
**Added**

- Bandits. Famine, a crushed revolt and years without a home put men on the road. A thief goes on living in his own village, wears its colours and looks like any neighbour, and quietly lightens its store and the crown's purse month after month. The village grows poorer with no war and no siege, and the player sees the number long before he sees the cause
- Once enough of them gather in one place they stop hiding and leave together to raise a camp: tents around a fire, deep in the woods and well away from any yard. The land around it goes black on the map and carries the band's name behind a bone mask, so a gang reads at a glance and never looks like one more kingdom
- A band lives on what it takes from people. It robs the villages around it, holds the road and shakes down travellers, and kills the ones who refuse to pay. With nothing left to take nearby it ranges further, and when robbery is not enough it buys food with stolen gold from the very villages it robbed
- Stolen gold buys steel. A band nobody beats off climbs five tiers of weapons, and the village that let it live has armed the men who will sack it
- Raids. A band picks a small village within reach and marches on it. The village can call a bigger one for help, and whether help comes is a real roll: distance, kinship, whether the defender is at war and how often this village has begged before. A refusal goes into the chronicle too, so the player can see that nobody is coming
- Once in its life, and only if the village is left with nobody to defend it, a band can settle into it for good. That land stays black even after the last villager dies: taken is taken
- The crown answers blood, not theft. From the tenth killing the dice are rolled every month, and each further body makes the roll heavier. When it comes up, a village musters its warriors and they walk there: a real march that can arrive too late, and a real fight the crown can lose
- A band card opens on the camp or on its name: how many they are, how much they have taken in a lifetime, what lies in the camp right now, what they carry, who they are marching on and who is hunting them
- A dark mage. One in the whole world, and only where a scholar of a library that knows alchemy is driven by madness or a curse in a kingdom that has spilled enough blood. He turns his back on people and raises a black tower far from any village
- From the tower he raises the dead as outlaws of his own, sends plague and lays curses, and every one of his victims is counted. When the count grows past ten the kingdoms stop counting their own quarrels and come for him together

### Powder and Harvest

Aug 24, 2026 · Version 1.1

Firearms. A culture that has walked the whole way through metallurgy, steel and gunpowder can finally learn firearms, raise a powder mill and put musketeers into the line. The musket outranges the bow, takes half a…
**Added**

- Firearms. A culture that has walked the whole way through metallurgy, steel and gunpowder can finally learn firearms, raise a powder mill and put musketeers into the line. The musket outranges the bow, takes half a man's health in a single shot and almost never misses, but it reloads for seven seconds, and in those seconds the musketeer is helpless unless the swordsmen cover him
- The road to the first shot is long on purpose: six discoveries one after another, two buildings and a store of powder that has to be made before anything can be fired. A measured world reached its first musket in the year 896
- Powder is spent, not owned. Every shot takes one charge out of the village store, a powder mill makes eight a month out of stone and wood, and a village whose store runs dry disbands its musketeers and hands them swords again
- A powder mill that catches fire does not burn, it goes up. The whole store detonates at once, the mill is left in ruins, the quarter around it is set alight and a crater stays in the ground. Burn one down and the kingdom is left without firearms for years
- The first shot ever heard in the world is written into the chronicle once, as the turning point it is
- Fields have ranks now. A worked strip can be raised into a holding and then into a grange, and every step means more furrows, more of the square under crop and about twice the harvest

**Improved**

- The plain field is drawn as a field: seven furrows filling almost the whole square, instead of five with a wide empty border around them. That border was land the village owned and did not sow
- A hungry village now puts its wood into the field it already has instead of only marking out new ones. A new field needs free land, and land runs out sooner than mouths do, so a village could sit at its cap of fields and starve inside full borders
- Raising a field asks nothing of the town hall, because the ones that starve are the hamlets that have no town hall: three yards, one strip and nine mouths

### Crowds and Crowns

Aug 21, 2026 · Version 1.0.8

Rulers look the part. A king wears a golden circlet and a robe down to the ground instead of the common shirt and legs, a village head wears a hat and a cloak. Before, power was a single dot above the head that nobody…
**Added**

- Rulers look the part. A king wears a golden circlet and a robe down to the ground instead of the common shirt and legs, a village head wears a hat and a cloak. Before, power was a single dot above the head that nobody could read, and every ruler looked exactly like the crowd around him
- Villages want a crown of their own. Roughly once every three decades a village weighs up its own banner, and one in four of those times it raises it: new name, new colour on the map, its own capital, its own king and a war with the kingdom it left. Before this, a kingdom only ever broke apart from disaster, so a peaceful one could stand as one piece for centuries
- The village panel now says who rules there: the kingdom, which village is its capital, the name of the king and the name of the village head
- A crown marks the capital right on its label on the map, so the main village of a kingdom can be found at a glance
- Forests are planted, not respawned. A felled tree no longer pops back on the very same square: the woodcutter carries off saplings and puts two of them down nearby, never right against another trunk, and each one takes about a year to grow. The map stops being a wall-to-wall green carpet and turns into groves with young growth between them
- History now reports famine. Starving was the most common way to die in the world and the only cause the chronicle stayed silent about: people died in their thousands, villages tore into each other, and the player saw the consequences with no idea what for

**Improved**

- Big worlds run far faster: a world of twelve thousand people used to crawl at four frames per second and now runs at sixty seven
- The reason was a crush, not the numbers. Villagers piled into one spot until thousands of them stood inside each other, and every single one kept checking hundreds of neighbours around him, every tick, forever
- Now a packed tile simply turns people away, a crush scatters everyone instead of only the idle, and villagers wander across the whole land their village owns
- A crowded village finally lets settlers go, even while the kingdom still has small villages elsewhere
- The capital can rise up too: a kingdom that had swallowed the world was a single loyal capital where nobody could ever revolt, so the late game had no unrest at all
- Rebels wear their own colour now: a rioter drops the banner of the crown he rose against and turns red, head to toe, so an uprising can be read off the map at a glance instead of looking like an ordinary crowd
- An uprising is a real one: a riot used to raise fifteen people no matter the size of the city, which in a town of fifteen hundred souls meant one percent rising up, invisible. Now it is a fifth of the town, up to three hundred
- A village left with no ruler at all now elects one of its own after a year or two. Before, a leader was only handed out along with the crafts and only to someone with no work yet, so a large village never got one: everybody there already had a job. The biggest village of a measured world, ten thousand souls, had no ruler and therefore could never riot, because there was nobody to riot against
- A city that has just been through a riot stays quiet for the next twenty years, so an uprising reads as an event instead of background noise
- Hunger for homes is felt properly: a village where most people sleep outside is now truly angry, where before it shrugged the same way whether one man or a thousand had no roof
- Repair crews also level stray rock and odd patches of bare ground left by old blasts

**Fixed**

- A grazing animal used to swallow a full-grown oak in one bite. Herds stripped whatever stood on the tile under them, trees included, and that was the biggest eater of forest in the world
- The chronicle no longer lists every book ever written, nor every shed that fell apart, so wars, famines, plagues and uprisings are not buried under them. Measured before the fix: twelve of the last fourteen entries were a building falling into ruin
- The world panel is now called History

_7 older updates omitted._



## More by reg

| Package | Ident | Players | Favorites | Upvotes | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| [World 3] +1 Blocks Per Click | reg.1_blocks_per_click | 0 | 71 | 86 | 61% | https://sbox.watch/games/reg/1_blocks_per_click/index.md |
| +1 Speed Death RNG | reg.1_speed_death_rng | 0 | 49 | 62 | 61% | https://sbox.watch/games/reg/1_speed_death_rng/index.md |
| S&Rush | reg.s_rush | 0 | 45 | 30 | 34% | https://sbox.watch/games/reg/s_rush/index.md |
| +1 Shrink per Step | reg.1_shrink_per_step | 0 | 40 | 43 | 50% | https://sbox.watch/games/reg/1_shrink_per_step/index.md |
| [W2] +1 Subscriber per Click | reg.1_subscriber_per_click | 0 | 22 | 19 | 43% | https://sbox.watch/games/reg/1_subscriber_per_click/index.md |
| GPU Farm | reg.gpu_farm | 0 | 21 | 17 | 28% | https://sbox.watch/games/reg/gpu_farm/index.md |
