It's currently called "Outcrop", should any future historians (or historic futurists?) have any reason to look for a bit of basic documentation about it. The start sequence is deliberately ambiguous and when you actually start
playing the game, at the spot that your "potted world overview" has zoomed into (the same spot, with the exact same things dotted around!) you then play as someone apparently with amnesia (or... you might never have known certain things... but you as a player do not know that... yet, or perhaps ever!) and then you make your way around the environment and either work out what your situation is or just "do your own thing".
I had rather imagined that
each and every separate installation of the game would procedurally derive the many, many hidden constants (or generate them as and when they were needed) from the state of the system (HDD serial number, free space on drive, current free bytes of memory) in a non-linear manner so that each and every install[1] is different so that one person might be playing in a virtual war-zone (until and unless they can engineer peace, either through personal force of arms or some more socially-interactive manner) or else something no more strife-torn than the average The Sims neighbourhood (writ large... at least until and unless the player sends the place into war by random acts of terror).
I don't know how many people would actively 'buy into' that. I've a feeling there'd be a big market in 'patches' to turn your "get on with people, earn money, get a bigger house"-style game that some people would find themselves having installed into the urban-combat simulator that it could have been, but wasn't. I'm rather of a mind to make it highly obfuscated behind the scenes to make it very much less than trivial to either predict or
influence the game in such ways. And if your first action upon 'waking' is to go and find the next random stranger and break their neck... well, maybe the dragons will take over the world. (Dragons? Well, in
this instance of the game there are dragons. Whereas in another there may be aliens and a third has an evil-genius-in-an-extinct-volcano. A fourth install's biggest dangers is some minor crop failure due to drought on the eastern coast. A fifth one, meanwhile, is in direct danger from
you for various reasons that I won't go into right now (and when you realise this do you fulfil this danger or work to prevent it, eh?)).
But it could go further. I currently have the game as a 1st-person (or over-the-shoulder 3rd-person) game, in a fully rendered vector-based landscape upon a pre-seeded (i.e. static) procedurally-generated landscape with key 'deltas' being applied on top to ensure various features (townscapes, infrastructure) appear in locales where they don't always arrive... But, first of all, if I was more confident that my procedural generation would still create legitimate landscapes (without 'rejects and resets',
a la DF, hopefully) maybe I could give each and every person a completely different world... And to be
truly free, I could make the interface much looser. Only a few small changes to the rendering engine could change it from ultra-realistic 3D to 'cartoon' representation, and it could as easily be represented in DF-style, or textual adventure mode.
[1] Actually, I quite like the idea of making it so that it is the same game on the same PC, at least until you change your HDD/hardware and reinstall. Or someone 'tricks' the program into changing (blindly, or having worked out how to aim at a target scenario), but I'm not sure whether the market would bear this feature. And imagine the game reviewers raving over "The best social simulator I've ever played", and some buyers finding they've got a high-fantasy game installed where they're needing to forge a better magic-proof sword, while others find themselves leading a forces of guerillas in urban house-to-house battles in an attempt to overthrow a corrupt politician...