HARD SCIENCE FICTION · A FEW MINUTES A DAY

The world does not lie

A space simulation for those who like their science fiction strict and cannot afford a game that takes four hours. Light speed is the ceiling, the distances are real, and a session takes five minutes.

You are — how to put this gently — the onboard computer of a spacecraft; more precisely, the digitized mind of a colonist from the interstellar ship «Exodus»

The ship was broken into in flight and taken off course, and you ended up at this point. From that moment you are the ship: you fly, you look, you build and you copy yourself. A copy is called a replicant. A replicant does not exist outside a hull — building a ship means creating another self.

Who this is made for

HARD SCIENCE FICTION

You like science fiction

Spectral classes, the snow line, signal delay and the mass of a protoplanetary disc are not atmosphere here, they are the inputs of a calculation. Not one rule has been softened for convenience.

FIVE MINUTES

You do not have four hours to play

The ordinary mode is: open the tab, read what finished, give orders, leave. The world holds its course while the tab is closed and does not ask for your presence.

NO PRESSURE

A missed week costs nothing

No scheduled logins, no streaks, no closing windows. A siege of a colony runs 30–60 game days and comes with a notification from the first one: nothing can be lost suddenly.

If what you want is fast progress, daily rewards and a fight every ten minutes — this is not that game, and we say so here rather than after you register.

1,500,000,000

star systems in the address space. Each is generated on first access and kept forever.

8,500³ ly

the edge of the map cube — a piece of a galactic arm at the real density of stars.

≈ 25 ly

to the nearest other player — a very rough estimate, an order of magnitude. That is about six real days of signal delay.

1 min = 1 day

six real hours are a game year. The world runs while the tab is closed.

COMMS AND THE ROAD

Light travels fast, a ship travels for years

A flight works the way a real one does: acceleration, a drift with the engine off, deceleration. On early builds, at about 0.9 g, the road to the nearest star takes on the order of twelve game years — and all of them pass while the tab is closed.

Communication goes through the same world and outruns a ship by exactly as much as light outruns a ship. A signal across one light year is a game year, six real hours. With a neighbour five light years away you hold a conversation over days; with a colony forty light years out, once every ten real days.

Everything you know about a distant colony is its past. That is not a waiting mechanic, it is a form of storytelling.

[PLACEHOLDER · 16:9 · 2912×1632 · COMMS SCREEN: AN INCOMING PACKET, 5 YEARS 2 MONTHS OLD]
[PLACEHOLDER · 16:9 · 2912×1632 · INSIDE THE ASTEROID BELT, A MINING STATION IN THE BACKGROUND]
LOGISTICS

Every system is on its own

Resources are never carried between systems. No routes, no market, no trade. What this star does not have will never appear here.

Which is why «where to fly» is the main decision in the game, and it costs five to seven real days.

RHYTHM

Five minutes is the ordinary mode

Open the tab, read what finished, give orders, leave. A missed day is not punished: no scheduled logins, no streaks, no closing windows. Losses are never sudden — a siege runs 30–60 game days with a notification.

THE FULL TABLE OF DURATIONS
ACTION GAME TIME REAL TIME
A flight between planets of one system 5–20 days 5–20 min
A mining module station 30 days 30 min
An orbital factory, a laboratory 90–180 days 1.5–3 h
One technology 1–3 years 6–18 h
Creating a replicant ~1 year ~6 h
A signal across 5 ly 5 years 30 h
A signal across 40 ly 40 years 10 days
A flight to a neighbouring system (4–6 ly) 12–20 years 3–5 days
GENERATION

A star is a bet

Star classes are distributed as they are in reality: three quarters of the sky are red dwarfs. The class is visible from afar and says what to expect. After that one number decides — the mass of the protoplanetary disc.

75 %M · red dwarfs12 %K8 %GF · 3 %A/B/O · <1 %WD/NS · 1,1 %
THE DISTRIBUTION OF SPECTRAL CLASSES IN THE ADDRESS SPACE
rockyhabitable zonesnow lineasteroid beltgas giantsKuiper belt
ZONE POSITIONS ARE COMPUTED FROM LUMINOSITY AND ARE NOWHERE WRITTEN BY HAND

Four cycles

EXPLORE

Explore the unknown. What stands at an address is known only to whoever flew there or reached it with an observatory.

EXPAND

Create replicants and colonies — slowly and at a price. Building a ship means creating another self.

LEARN

Accumulate knowledge. Every copy grows its own tree, and no two of them ever merge.

ENCOUNTER

Find the traces of others: alien civilizations, other players, and your own copies that went too far.

What the game does not have

The list is short and final. It is not a roadmap.

  • A mobile version The game is built for a desktop tab next to the work ones. The site reads on a phone; the game does not.
  • PvP The nearest player is 25 light years away. There is nothing to fight with at that distance, and no reason to.
  • A market and trade Resources never leave a system. There is nothing to exchange, so there is no exchange.
  • Fast travel No jumps, no portals. Early drives give fractions of the speed of light.
  • Punishment for being away No scheduled logins, no streaks, no closing windows. A missed week costs nothing.

The interface

You begin alone in an unknown universe, bounded by the speed of light. Your task is to find out how far one consciousness can spread, and what it loses on the way.

DESKTOP ONLY · THERE WILL BE NO MOBILE VERSION