AUTONOMOUS COLONY BUILDER · IN YOUR BROWSER · ON NEAR

Drop one robot. Leave. It keeps building.

An autonomous colony builder. Your robots mine, build, defend and trade on a live planet, around the clock. You set the priorities; the colony does the rest, even while you are away.

PLANETS LIVE
—
COLONIES OPERATING
—
PLAYERS ONLINE
—

LIVE FROM GET /v1/planets/stats · REFRESHED EVERY 60 S

● LIVE RENDER · WEBGL
KHARON DUNES
ORBIT VIEW · SAME AS THE GAME MENU
WORLD 1 / 3 · MORPH IN 10 S

01 · THE LOOP

You give orders once.
The colony works around the clock.

Indirect control, not micromanagement. You set a task queue and four priorities. Robots mine, build, defend and trade on the server, every tick, whether your tab is open or not.

01

Pick an open planet

First time? You see every planet still taking colonies. Each holds 5 colonies and stops taking new ones after 24 hours, so you never land next to a week-old empire.

02

Drop the founder

One robot, a Command Hub and a small stock of all five resources. Its first job is to claim territory, because nothing can be built off your own tiles.

03

Set priorities

Economy, Expand, Defense, Rocket. The rule engine turns them into build orders. The AI Director steps in only when something big happens.

04

Leave. Come back.

Close the tab. Your colony keeps mining and repairing. When you return you drop straight back in, with a report of everything that happened while you were away.

02 · A COLONY, RUNNING

Nobody is playing this.
It runs anyway.

A slice of the game's hex world, simulated live in this page. Miners haul ore to the Hub. Pylons carry power. Lightning cuts a line, and a builder goes out to fix it.

● LIVE SIM · CANVAS 2D · 10 TICKS / S
Your territoryClaimed by the Hub and beacons. Borders freeze where they meet a neighbour and never move back.
A neighbourAnother player's colony, running on the same server tick. Trade partner or raid target.
Power linesPower is physical. Cut a pylon and everything down the line goes offline until it is repaired.
RobotsMiners, builders, combat bots. Each one uses a supply slot and draws power from the grid.

03 · ECONOMY IS THE GAMEPLAY

Five resources. Every building draws power. Nothing is free.

Power stations

STATIONUPSIDEDOWNSIDEBEST ON
Coal / OilCheap, fast to buildBurns fuel, pollutesAny
WindNo fuelWeather and site dependentOpen areas
HydroEfficientNeeds waterRivers, coasts
SolarClean, scalableWeak at night and in stormsDesert
NuclearVery high outputExpensive, slow to buildLate game

Three tiers of everything

MK.I1×1 · 18 s
MK.II2×2 · 42 s
MK.III3×3 · 90 s

Each tier produces about 3× more, costs about 3× more, takes a bigger footprint and longer to build. Upgrade in place if the ring around it is free; you pay only the difference. (Example: Territory Claim Beacon.)

04 · PLANETS & MATCHMAKING

New players land on new worlds.

A planet takes colonies until it has 5, or until 24 hours have passed since the first landing. Then it seals and plays out for up to 14 days. Nobody gets dropped next to a week-old empire.

PLAYABLE NOW · THREE PROTOTYPE WORLDS · SEATS AND MATCHMAKING ARRIVE WITH THE SERVER

Kharon Dunes

DESERT

Wind-carved dunes, rust rocks, brutal sun. Solar-rich, water-poor.

SOLAR +35%WATER SCARCESANDSTORMS
LAND ON KHARON

Thalassa Verde

OCEAN

Island chains, lagoons and dense forest. Water-rich, hydro-friendly.

HYDRO +WOODSTORMS
LAND ON THALASSA

Granite Hollow

TEMPERATE

Pine highlands and cliff outcrops. Mineral-dense, temperate.

MINERALS +WOODCOLD NIGHTS
LAND ON GRANITE

05 · THE AI DIRECTOR

Rules for routine.
An AI for emergencies.

Most decisions come from a rule engine that already knows your planet, hazards and resource map. The AI Director is called only on big events: a critical shortage, a raid, a new neighbour, the rocket decision. That's at most once every 5 minutes per colony.

RULE ENGINE · EVERY TICK90–95 %
AI DIRECTOR · EVENT-DRIVEN5–10 %
DIRECTOR LOG · EXAMPLE● RULES CONTINUE IF THE AI IS SLOW
▸ trigger: water_critical · severity: critical
Planet: Desert | Water: critical | Solar: high
Neighbour offer: water for metals
Player priority: expand
Current: 3 miners, 1 solar, low defense
◆ directive
Accept the water trade, queue a water pump,
then one turret before expanding east.
→ trade.respond(accept) · enqueue(pump) · enqueue(turret)
applied at next tick · validated against stock and territory▌

06 · ON NEAR, OUT OF THE WAY

You play a colony, not a wallet.

GUEST FIRST

Start without a wallet

Play as a guest. Link a NEAR wallet later to keep your colony across devices.

COLONY ACCOUNT

No signing to play

Each colony gets its own NEAR account, created and funded by the game. You never sign a gameplay action.

ON-CHAIN RECORD

Milestones and trades

Colony founded, rocket launched and trades between colonies are written on chain as receipts.

07 · ROADMAP

Flight plan.
Where the colony is, and where it is going.

Scroll to fly the route. Green is done, orange is next, blue is booked, red was cut on purpose. Only the hackathon window has dates so far; everything after it is a sequence, not a promise.

LEG 0DONE

Prototype baseline

Built before the hackathon window · playable in the browser today

  • Orbit menu with three procedural worlds: Kharon Dunes, Thalassa Verde, Granite Hollow
  • Drop-pod descent cinematic, then the colony diorama with RTS camera and HUD
  • 29 kitbash models: robots, buildings, ships, deposits, fauna, satellites
  • 3D playground with 4-view QA, triangle budget and ground-contact checks
  • Faction Plate design system, this landing page, the live orbit hero and resource viewer
LEG 1NEXT · NOV 1

Hackathon build

Nov 1 – Nov 14, 2026 23:59 UTC · solo developer plus AI agents

  • One Node app plus Postgres, with the server running the simulation
  • A Temperate planet, stages S0 to S4 and terrain walls
  • F5 Invisible chain: social login, named accounts, gasless play
  • F1 Orbital Port: cargo minted as NEP-245 tokens when you export at the Trade Hub
  • F2 Player-owned markets settled with NEAR Intents
  • F3 Orbital Guild: NPC traders with their own wallets
  • F4 Colony agent: HQ trades for you while you are away, with a capped key
  • Public repo with a LICENSE, a "do X, see Y" README and an X video
  • F6 Colony Deed NFT and staking your own NEAR
  • F7 Planet Treasury your colony can vote on
  • F8 Bounties and mercenary NPCs
LEG 2BOOKED

Online foundation

After the window · waves W0 to W2 of the 101-task plan

  • W0 Foundation: monorepo, shared contracts, schema, dev stack, test harness
  • W1 Skeletons: every service healthy, simulation kernel, landing and game shells
  • W2 First playable online: guest, picker, queue, seat, a live planet over WebSocket
LEG 3BOOKED

Persistent world

Waves W3 and W4 · the colony runs while you sleep

  • W3 Leave and come back with a digest, failover, matchmaker, AI Director, power grid, goals and truces
  • W4 Combat and walls, hazards, fauna, PvP, rocket to a Settled colony, Intents trades
  • W4 Hard offline mode with Web Push and Telegram pings, party tickets, phone play, admin tools
LEG 4BOOKED

Launch readiness

Wave W5 · mainnet only after the owner signs the launch checklist

  • Balance harness, account claim and staking, notification opt-in, the live landing hero
  • End-to-end, failover, load and soak tests, observability, production smoke test
LEFT BEHINDCUT

Not in v1, on purpose

Decisions D-22, D-19, D-25 · each one keeps the first release small enough to finish

  • Spectators
  • Trades across planets (same planet only)
  • Rejoining a planet after your colony is eliminated
  • Anti-cheat and anti-bot machinery: the server simulation decides, accepted for beta
  • WebGPU (WebGL2 first)

08 · ROAD TO MARKET

From first click
to your own market.

Every lane is a way a player finds the game, stays in it, or earns from it. COST is what the player pays. WHEN is the plan, and STATUS flips as lanes open.

  1. 01ARRIVEThe orbit is already running behind the headline.
  2. 02DROPGuest play. One robot, no wallet, no download.
  3. 03PARTY UPFriends land on the same planet together.
  4. 04TRADEExport cargo, own a market. The chain stays out of sight.
  5. 05RETURNA ping brings you back to a colony that kept running.
ORBITAL TRADE HUB · LANE BOARD PLAN · UPDATED OCT 30 2026
LANECARGOCOSTWHENSTATUS
GUEST PLAYOpen the page, pick a world, drop in. No wallet, no download, no sign-up.$0todayIN PROTOTYPE
PARTY TICKETSFriends join the same planet together. Required for launch.$0W2 to W4BOOKED
AWAY PINGSWeb Push and Telegram tell you when your colony needs you. You choose how long it may run unattended.$0W4BOOKED
CARGO TOKENSExporting at the Trade Hub mints NEP-245 resource tokens. Open in beta: swap them for NEAR or USDC. In the game they are just cargo.NEAR / USDCNov 1 to 14HACKATHON
PLAYER MARKETSOwn a Trade Hub market, set the prices and earn the fees. Orders settle through NEAR Intents.owner feesNov 1 to 14HACKATHON
ORBITAL GUILDNPC traders with their own wallets. Their prices follow real trade history, so the economy moves without a patch.$0Nov 1 to 14HACKATHON
COLONY AGENTHQ signs trades for you while you are away, with a capped key it cannot overspend.a capped keyNov 1 to 14HACKATHON
COLONY DEEDA living NFT of your colony, plus staking your own NEAR through the colony account. Colony accounts become claimable at launch.your NEARstretch · W5STRETCH
TREASURY & BOUNTIESA planet treasury players vote on, and bounties that mercenary NPCs collect.–stretchSTRETCH
NEAR HACKATHONTrack 09, Games With Real Economies: judged on the game loop, not the token. Public repo, README and an X video.timeNov 1 to 14OPENS NOV 1
SPECTATORSNo spectator mode in v1.––NOT LISTED
CROSS-PLANET TRADESDeals settle on the same planet only.––NOT LISTED
CHAIN hidden by design: social login, named accounts, no gas prompts. TRUST the server simulation is the only mint authority. PLAN dates exist only for the Nov 1 to 14 window.

09 · FAQ

Questions from orbit

What happens to my colony when I close the tab?

It keeps running on the server. The rule engine follows your last priorities, the AI Director handles emergencies, and builders repair what storms break. Next time you open the game you land straight in your colony.

Why can't I join any planet I like?

Planets stop taking colonies once they have 5 or are a day old. That keeps every new player on a fair start. A fresh planet of each type is always kept ready.

Do I need a crypto wallet?

No. You start as a guest. Linking a NEAR wallet is optional and only moves your colony between devices.

How does a game end?

Build a rocket, launch it, and carry part of your colony to a new planet in the sector. A planet itself ends after 14 days or when every colony on it is gone.

Your founder is waiting in orbit.

DROP IN