I’m currently worldbuilding a cozy fantasy game world called Gemmy Gems, and I’d love to get some worldbuilding-focused feedback rather than pure game dev notes.

In this world, gems are not just resources, they’re semi-living entities. Not fully sentient like humans, but reactive, emotional, and shaped by their environment. The land itself produces gems as a kind of slow, geological response to emotions, history, and long-term events.

Different biomes grow different gem types: – Calm forests tend to form soft, warm-toned gems used for comfort items and healing tools. – Volcanic regions produce unstable, high-energy gems that power machines but are hard to handle. – Abandoned or forgotten places sometimes grow “mute” gems that have lost their shine and emotional resonance.

Society adapted around this. Gems became: – A cultural artifact (people attach meaning, memories, and superstitions to certain gems) – An economic backbone (trading, polishing, restoring, and selling gems is a respected craft) – A subtle narrative mirror of the world’s emotional state

Gem polishers and shopkeepers aren’t just merchants. They’re seen as caretakers, people who “listen” to gems and restore their clarity. Poorly treated gems lose value over time, not because of durability, but because they become dull, anxious, or unstable.

There’s no epic war or chosen one narrative here. The tone is intentionally small-scale. Daily life, slow change, cozy routines. The worldbuilding focuses on how people live with magical materials, not how they fight over them.

Happy to clarify anything. Genuinely curious how this reads from a pure worldbuilding perspective.