Run a lunar logistics company.
You are not the astronaut. You are the operator who decides where the drill goes, which contracts are worth signing, and who loses power when the batteries run low.
Distance has a cost.
The loop
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1
Read the site
Every site is generated from a seed: one mineral deposit in a far corner, scattered rock that blocks construction, and a starter base on the flat ground near the pad.
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2
Sign the right contracts
Offers arrive about twice a sol. Deliver processed regolith, produce oxygen, hold a reserve for a research crew. Reputation unlocks the big orders. Miss a deadline and you pay for it in reputation.
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3
Build the chain
Drill on the deposit, processor near the base, depot for export. Nine module types, each with one clear job and a power bill attached to it.
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4
Route the rovers
Rovers haul on the routes you assign. They drain battery per cell travelled and divert to the garage to charge. A rover idling at an empty source is your bottleneck, made visible.
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5
Survive the night, then scale
Solar output falls to zero after sunset. Batteries decide whether the refinery keeps running or the habitat gets the last kilowatt. Research points buy fifteen upgrades across two tiers.
Systems you can actually see
A power grid that sheds load, not games
Production follows a daylight curve. Surplus charges batteries, deficit drains them, and when the reserve is gone the network throttles in priority order: drills first, habitats last. Nothing explodes and there is no game over. Buildings run at a fraction of their rate until you fix the layout.
Logistics on a map where layout hurts
The rich deposit is deliberately far from the habitat. Every cell between them is battery drained and minutes lost. Put the processor next to the drill and you shorten the ore haul but lengthen the export run. There is no correct answer, only the one your contracts can live with.
Contracts with real opportunity cost
Four active jobs at a time. The lucrative refining order wants the same power your habitat expansion needs. Deliveries settle the moment the goods are sitting in a depot or on the pad, so hitting the target early pays early.
Night is a constraint, not a waiting room
One sol is 1440 simulated minutes and six real ones. When the sun is down and there is nothing to decide, Skip night fast forwards to sunrise: every minute still runs, so batteries drain, crew breathe and deadlines advance. It saves your time, not your outpost.
Built to be a game first
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Runs in the browser
No download, no launcher. It installs as an app if you want it on a home screen, and it keeps working with no connection.
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Touch first
Tap to select, drag to pan, pinch to zoom, ghost placement with confirm and cancel. The same build works on a phone and on a desktop.
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Deterministic sols
A fixed simulation step and a seeded generator, so the same seed gives the same site and slow hardware never changes the balance.
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Save where you like
Local saves need no account. Sign in and you get an autosave every sol plus eight manual cloud slots, synced across devices.
Your site is waiting.
Twenty two by twenty two cells of regolith, one deposit, and a supply of contracts.
Start an outpost