Eudaimonia: is a concept at the centre of Aristotelian virtue ethics and describes a state of being, a flourishing of happiness through not just pleasure but meaningful decisions.


A floating island named Eudaimonia is humanity’s assurance against climate change, on the island you can cut emissions and adapt to climate change without obstruction.


A selection of leaders to reflect climate change attitudes and philosophies: An Eco Activist, An Overwhelmed leader, A Nihilistic Leader and a Climate Change Denier.

Narrative Structure:

The story starts at a point in time where emissions have spiralled out of control and Eudaimonia is ill-prepared. The story will be told through events, where you will make choices with unforeseen consequences.


The mood will be an ambivalent mixture of anxiety and apprehension with solarpunk hope. Bright soft colours, that will turn dark and despairing if the climate change track climbs too high.

Storytelling Techniques:

Narrative reveals, rhetoric and aesthetics will synthesise and elicit anxiety and hope. Emotional and hidden agency. The game should rise and slow in tension, offer space to manage and build a city, align your cards, organise things nicely before tense decisions are made


Players will be able to select and collect cards, make choices, see their consequences, watch their personality stats grow or decline based on those choices and place and manage buildings to watch the climate change track go up and down.

Theme: Cut Emissions and Adapt!

Solarpunk: “Solarpunk is a movement in speculative fiction, art, fashion, and activism that seeks to answer and embody the question “what does a sustainable civilization look like, and how can we get there?” (Reina-Rozo 2021)

Cut Emissions and Adapt: The player can play through different endings and characters but the key message or takeaway is to cut our emissions as a society and prepare for climate change, adapt buildings and lifestyles to changes that are happening.