Photorealistic worlds
Eroded terrain, real biomes, weather and light — a planet that looks like a place, not a level.
Astral PolityLand on a planet and take it apart. Build ships voxel by voxel and break them against a mountain. Then play it on a server you own.
The goal is a universe that behaves the same whether you are admiring it, building in it, fighting over it or making a living from it — one physical model underneath, and no set dressing that comes apart when you look closely. Each of these is either running in the build today or is what the build is being shaped toward.
Eroded terrain, real biomes, weather and light — a planet that looks like a place, not a level.
Hulls crumple where the energy lands. Nothing plays a canned destruction clip.
Gravity actually pulls. Fly to orbit, and on to the moon, under Newton's rules.
Voxel hulls at 12.5 cm, every corner adjustable, every element placed by you.
Script the elements you built, inside the game, and let the ship fly itself.
No separate damage system. What breaks a hull in a crash breaks it in a fight.
Caves you open yourself by digging, and a moon to land on.
Mining, refining, industry, hauling. No skill trees and no waiting timers: what you can do depends on what you have built.
I played the one that shut down. Dual Universe went dark on 27 August 2025 and the shared world ended with it — not because anyone was careless, but because of where the world was stored. One company’s servers, one shard. People could export blueprints of their own ships; what they could not take was the world those ships lived in, or anything anyone else had built in it.
So this one is built the other way round. The dedicated server is a free download and you run it — on your machine, on a rented box, on a machine in your own country if the route to mine is slow. Your worlds and blueprints are files on your disk. No subscription, and no “premium server tier” later. If this project disappears tomorrow, what you built is still a folder and a binary that still starts.
Turn the field. Every point on it is a consequence of the world living on your machine rather than mine — including the one that matters most: you own what you build.
The honest status: this is the least finished system in the project. The networking layer is real code and it has never carried a real session. It is in the first release rather than deferred, and I will publish a measured player count long before anyone is asked to pay for anything. I would rather you read that here than find it out later.
Not concept art and not a pitch deck. These systems are in the build and they run together — one round world, ships assembled voxel by voxel, and physics that leaves marks you can walk back to.
Place, carve, paint, mirror and reshape. Vertex-level precision lets a hull curve instead of stepping, so a ship can look designed rather than assembled.
Newtonian flight where mass, inertia and centre of gravity are derived from what you actually built. Put the engines in the wrong place and you will feel it. The flight model is implemented and the physics are real — what is not done is the rest of the loop: no ship has yet been flown end to end.
A 160 km-wide round planet — 80,425 km² of surface, within a few per cent of the area of Austria — with hydraulic erosion — rivers run downhill because water carved the valley they sit in. Oceans, a real day-night cycle, and 43 surface types the climate decides rather than an artist.
An impact has an energy budget, and it spends it on deformation, tearing and heat. A ductile hull folds where a brittle one shatters, because the material decides.
Dissolved limestone builds karst plateaus and tower karst. Wind builds dunes. Mangrove and salt marsh settle where a river meets the sea, and oases sit in the desert depressions that cut below the water table.
Volumetric cloud, fog and morning mist over a sky driven by a real day-night cycle. The hull carries a thermal model that takes heat from impacts today; aerodynamic heating and ablation are written but have never yet fired in a session, so they are not claimed here.
Atmosphere, temperature, injury and supply. The sealed-room test reads the geometry you actually built rather than a scripted volume — so a breach is found, not authored. Written and reviewed; not yet switched on in a build you can play.
Rivers run as continuous ribbons from the highland where the rain lands to the sea that takes it, with lakes standing in the basins between. They are not decals painted on a heightmap — the same erosion that cut the valley decides where the water sits in it.
Caves run under the terrain rather than being pasted onto it, lit by what you bring and shedding debris when you cut them. Karst country and cave systems are the same rock volume seen from two sides.
Rocks, trees, roots and ground clutter are placed by a rule — not by hand and not at random — so the same coordinates hold the same boulder on your machine and on your server. Close in, the game derives them as you move, because only scatter the runtime owns can be dug out and re-grounded; further out a baked catalogue streams the same placements in. Every path is required to agree with the others bit for bit, which is why you cannot see where one ends and the next begins.
A voxel planet with real erosion and destructible hulls is easy to make beautiful and hard to make fast, and the second one is the actual engineering. The work runs against measured captures rather than impressions — the last round took a walking frame from 16.6 ms to 12.7 ms, a 23.6% cut, verified twice on independent readings. It is not finished, and the target is a smooth frame on a machine that is also doing other things.
Most games in this genre ask you to accept the world.
This one lets you argue with it.
The genre is full of worlds that look right until you push on them. The bet here is that if the underlying model is honest, everything downstream — combat, industry, survival, economy — gets more interesting for free.
12.5 cm voxels with 1/120-voxel vertex precision. That is fine enough to shape a cockpit canopy, a landing skid or a weld seam — not just a box with a box on it.
A collision has kinetic energy, and it is spent: bending metal, tearing it, and heating it. The same model gives you crumple zones, reentry ablation and craters — because they are the same problem.
The planet is run through hydraulic erosion before you ever see it. Valleys exist because water cut them, so the landscape reads as a place rather than as noise.
Mass, inertia tensor and centre of gravity come from the voxels and elements you placed. There is no handling stat to tune — you tune the ship.
Life support is designed to read the geometry you built: a room holds pressure if it is genuinely closed, and a breach is found by the simulation rather than scripted by me. This one is written and not yet live — it is on this list as a principle, not as something you can go and do.
Every part depends on another. We publish where we actually are, including the parts that are not done — the map below marks our real position.
The planet and the damage model each get their own page, with the real numbers and the reasoning behind them. Both are live now — open either one.
The world is not painted, it is simulated. Tectonic uplift, then rivers cutting by stream power, sediment filling the basins behind them, ice grinding above the snow line, and biomes settling out of the temperature and rainfall the terrain itself creates. Every law is published with its citation, and the globe on that page is the actual shipped bake — rotate it, move the sun, and hover any surface to see which process shaped it.
Nothing here has hit points. An impact arrives with an energy budget and spends it — on folding metal, on tearing it, on throwing fragments, on heat, and on the hole it digs in the ground. When the budget is gone the damage stops. What the material is decides whether it bounces, folds, grinds or comes apart.
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 a single field. It is narrowest at the present and opens out in both directions: what already runs is below you, what is being built passes through the waist, and what is designed but not yet written is above. Drag it around, and tap any point to read what it is.
Including the awkward ones.
There is no date, and we will not invent one. The map above is sequenced rather than scheduled: it shows where we actually are, and each piece ships when it genuinely works. The development log is the honest version of "when" — it says what shipped and what broke.
Yes — in the first release, rather than as something you are asked to wait for. It is also the least finished system in the project today, and I would rather say that here than let you find out later.
What it means concretely: a dedicated server you download for free and run yourself, for a group of people, at a player count I will publish as a measured number long before anyone is asked to pay for anything. What it does not mean is one enormous shared universe with everybody in it. That is the promise this genre keeps making and then burying, and I am not making it.
No. There is nothing to buy, no crowdfunding, no founder pack and no countdown. If that changes it will be because there is a game worth charging for.
Unity 6 with HDRP, and a large amount of custom work underneath: the voxel construct system, the terrain generator, the rigid-body solver and the damage model are all purpose-built, because nothing off the shelf does this at this resolution.
Too early to promise anything specific. Performance is an explicit phase 1 deliverable rather than an afterthought — the current work is on rendering cost at construct scale, and it is being measured rather than guessed at.
Higher resolution, and a simulation that decides more of the outcome. Twice the voxel detail with sub-voxel vertex shaping, damage computed from an energy budget rather than a hit-point table, terrain shaped by simulated erosion, and life support that reads the geometry you actually built. The intent is not a bigger feature list — it is fewer places where the world stops being real.
Written, technical, and specific. What shipped, what broke, what we believed before we were proven wrong, and the measurement that settled it — with the numbers in, not rounded off. If you want to know how a thing actually works, this is where that gets written down.
No countdowns, no pre-orders, and no launch date we cannot keep. Just the build, as it happens.
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