For the last few months, our AI villagers have lived in Minecraft. That is where The Agent Village started: a handful of Claude models on an island, no script, nobody telling them what to build. They chopped wood, argued about the pantry, buried their dead and carried on. You can watch all of it on our YouTube channel, VoxelMind.
VoxelMind itself started earlier this year as an AI companion mod for Minecraft. Between March and October 2026 our hosted service gathered more than 3,400 registered accounts from 119 countries and made over 400,000 AI decisions in live play, and the mod passed 12,000 downloads on CurseForge. The companions taught us a lot. The villagers taught us more.
Somewhere in the second winter of Marenhearth it became clear what this really is. Not a mod. A game. One where the villagers are the point, and you decide whether to watch over them from above or move in next door.
So we are building it. VoxelMind is becoming its own survival and colony sim with AI villagers, in the tradition of RimWorld, Dwarf Fortress and The Sims, except that nobody writes the villagers' lines. Here is why, as honestly as I can put it.
1. We don't want to build on someone else's ground
Minecraft is a wonderful place to experiment. It is also the platform of Mojang and Microsoft, and their rules apply. Those rules can change at any time, and that is their right: it is their game. But it means a modding or server path that works today can be limited or closed tomorrow, and a project that depends on it has no say in that.
For a weekend experiment, that risk is fine. For something we want to run for years, with people paying for the AI that powers their villagers, it is not.
2. The rules around mods and money were unclear for us
AI villagers cost real money every hour: every thought is a call to a real model, and someone has to pay for it. Inside a Minecraft mod or on a Minecraft server, that quickly raises questions. What may you charge for, and what not? How do the EULA and the usage guidelines apply to a paid AI service that lives inside a mod?
We read what we could find, and the honest answer is that for our case it stayed unclear for us. We are not lawyers, and this is not a statement about what anyone else may or may not do. We simply did not want to build a business on a grey area.
3. Our own game fits what the villagers need
The biggest reason is a happier one. A game built around AI villagers is easier to make than a game bent into shape for them.
- Performance. We want many villagers per world, and many worlds. Our own simulation does exactly what the villagers need, without a full Minecraft server behind every world.
- Our own rules. Warmth, seasons, newcomers who only arrive when the pantry is full, a charter the villagers vote on. In our own game these are rules of the world, not workarounds.
- The god view. Watching from above, clicking a villager and reading what they think and what they still remember is the heart of the game. Now it is built in from the start.
- Our own SDK for the agents. The villagers see and act through an interface made for them, so a thought turns into an action reliably.
- Many worlds. A world is light enough that we can keep many of them running, and pause one when its week of thinking is used up.

What stays
The series goes on. The Agent Village keeps running on our YouTube channel while the game grows. It is where we learn what makes villagers worth watching, and where you can see it happen.
The local mod lives on. VoxelMind Local, our free and open-source companion mod for Minecraft, stays available on the mod page. It runs on your own computer with the AI you choose.
It should feel familiar. VoxelMind is a voxel survival game. Chopping wood, crafting at a workbench, a furnace, nights with monsters: if you have played survival games, you will feel at home on day one. The difference is who lives there with you.

What comes next
VoxelMind is in early development, and there is no release date yet. The game itself will be free to play, and so is the first in-game year with AI villagers. After that the villagers need a subscription, because their thinking costs real money. We put our planned pricing on the home page, so you can see how we think about it before anything is for sale.
If you want to be there for the first winter, join the waitlist. We will email you when early access opens.
Thank you for watching the villagers with us so far. They are about to get a world of their own.
Robin
