an earlier bake, 31 Aug 2026 · point to move the sunA world shaped by its own laws
Not painted: simulated. Mountains rise, rivers cut their valleys, ice grinds the peaks, and the climate decides what grows where.



Land on a planet. Build a ship cell by cell. Watch physics take it apart.
Each one is live below — point at it — and each opens its own page.
an earlier bake, 31 Aug 2026 · point to move the sunNot painted: simulated. Mountains rise, rivers cut their valleys, ice grinds the peaks, and the climate decides what grows where.
An impact arrives with an energy budget and spends it on folding metal, tearing it, heat and the crater it digs. When the energy is gone, the damage stops.
Every plant family has its own tolerance for heat, water, light and soil, so a forest grows only where the climate allows one.
Hulls are built cell by cell, and every corner can be moved finely enough that a canopy curves instead of stepping.
Wire the doors, thrusters and screens you placed to a programming board and script them in Lua.
A planet you can dig into and ships you can break are expensive to draw. A large share of the work on this game goes into making them cheap.
Our own cluster-based detail system, built for meshes you edit: every small piece of a mesh gets its own level of detail on the graphics card.
rolling out to ship hullsBatchRendererGroup and indirect draws: the graphics card decides what gets drawn, not the processor.
A depth pyramid on the graphics card throws away whatever you cannot see before it costs anything.
Plants, rocks and grass are placed and drawn on the graphics card, in instanced batches.
Unity’s DOTS compiler and job system spread the heavy work — meshing, terrain, streaming — across every processor core.
A whole-planet heightfield in the distance, detailed voxel rings close up, meshed off the main thread.
Distant trees become octahedral cards that look right from every angle.
Heights, ground colour, rivers and plant placement are worked out once, offline, and paged in as you move.
A lamp that is not moving draws its shadow once, and redraws it only when something moves in its light.
The world re-centres around you, so precision holds everywhere on the planet.
Every rebuild shares one time allowance, by priority, so streaming never stalls a frame.
Physics geometry is built off the main thread, so building and damage never wait for it.
What is in the build today, and what is still being finished.
Place, carve, paint, mirror and reshape — fine enough that a hull curves instead of stepping.
Mass, inertia and centre of gravity come from what you built: put the engines in the wrong place and you will feel it. The flight physics are in; the full flying loop is not finished.
A round planet 94 km across, with rivers in the valleys the water carved, oceans and a real day-night cycle.
A ductile hull folds where a brittle one shatters, because the material decides.
Karst plateaus, dunes, mangroves where rivers meet the sea, and oases where the desert dips below the water table.
Volumetric cloud, fog and morning mist under a real day-night sky.
Air, temperature, injury and supply, with sealed rooms judged from the geometry you built. Written; not yet switched on in a playable build.
Rivers run unbroken from the highlands to the sea, with lakes in the basins between.
Caves run through the rock itself, lit only by what you bring.
Rocks, trees and ground clutter are placed by a rule, so the same spot holds the same boulder on every machine.
Most games in this genre ask you to accept the world.
This one lets you argue with it.
The scale of it
The ground you stand on, the hull you fly, and the hole you leave in both are the same material, resolved the same way. Nothing here is a backdrop.
Every system in the game on one field: what runs today below, what is being built at the waist, what is planned above. Drag it, and tap a point to read it.
Everyone plays in the same persistent universe — but no single server can hold every player, so it is hosted across several servers, each built for hundreds to thousands of players, and you can hop between them. We host them through our own providers; players do not run servers. No subscription, and no “premium server tier” later.
Turn the field: every point on it follows from one shared universe with no publisher in the way.
Honest status: multiplayer is the least finished part of the project — written, but not yet tested with real players.
There is no date, and we will not invent one. Each piece ships when it genuinely works; the development log says what shipped and what broke.
Yes. The aim is one persistent universe that everyone shares, hosted by us across several servers that each hold hundreds to thousands of players, with hopping between them. It is also the least finished system today, and the player count will be published as a measured number before anyone is asked to pay for anything.
No. There is nothing to buy, no founder pack and no countdown.
Unity 6 with HDRP, and a lot of custom work underneath: the voxel construct system, the planet generator, the rigid-body solver and the damage model are all purpose-built.
Too early to promise specific hardware, with one exception: the processor needs AVX2 — any Intel Core i3, i5 or i7 from the 4th generation (2013) on, or any AMD Ryzen. Performance is engineered in from the start rather than bolted on at the end — see Engineered to scale.
Hull cells of 12.5 cm with corners you can shape, damage computed from an energy budget instead of hit points, terrain shaped by simulated erosion, and life support that reads the geometry you actually built. Fewer places where the world stops being real.
One developer, no publisher. Patreon pays for the time that turns designs into builds; supporters get the work-in-progress posts, the technical write-ups and a private corner of the Discord.
The development log: what shipped, what broke, and what we learned. No spam, no countdowns.
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A 3D artist, sound designer or visual artist looking for a project like this? Your help is genuinely wanted, and it will be credited: show the email address or the Discord.