A persistent, browser-based, MMO.
Start alone on a stone-age planet. Climb through human history into space.
Dial through ancient gates to other worlds — and find you’re not alone.
Manage production chains, progress through ages and try not destroy your planet.
When pillars conflict, the higher one wins.
Start with leather hut and stones and survive long enough to reach the stars.
The world keeps running when you log off. Decisions cost real-world time. “One more login” pressure is the core hook.
The joy is watching a system you designed run itself. Automation is a reward, not a cheat.
You should always be able to point at the next thing. Ages give long-horizon goals; queues give short ones.
Your home world is yours — safe enough to invest in. The galaxy beyond the gate is where risk and trade live.
Progress through complex, branching tech tree, find interesting technology combinations.
A player arriving at work with 90 seconds to spare should be able to queue something useful and log out satisfied.
You wake in a savage Stone Age. Climb. There are no seasons and no server lifetime — the game runs forever.
Fire, foraging, an impossibly expensive gate.
First smelting chain.
Standing armies.
Writing, currency, empire-scale logistics.
Masonry, steel, universities.
Steam, chemistry, mechanized production.
Electricity, the grid as a constraint.
Computing, materials science, gate stabilizer.
Orbital habitats, ships, 8- and 9-symbol address tiers. Find out where the precursors went.
There will be more ages, some more granular in early stages, some after space.
I have the idea, half of the basic functions of the game engine. Lot of hype and goal to make a browser game I would love to play.
There is map generation via noise, map view in browser, basic building actions, very basic activity loops.
Many ugly pixel-art images that I made, but I made them with love ♥️
A playable build isn’t public yet. When it is, it’ll show up at one of the URLs on the right.