A no-build 2D planet resource-gathering game built with Canvas 2D and ES modules.
- Open
index.htmldirectly in desktop Chrome or iPhone Safari. - Optional: serve locally for cleaner module loading behavior (
python3 -m http.server).
- Planets continuously produce mixed resource profiles into local buffers.
- Ships cycle through:
TRAVEL_TO_PLANET -> LOADING -> TRAVEL_TO_MOTHERSHIP -> UNLOADING. - Expand to new planets to unlock new resource types, establish colonies, and develop industries.
- Colony industries generate Science, which unlocks advanced technologies.
- Starter planet now outputs a guaranteed mixed profile (Ore/Energy/Water/Bio), so the early game can fund ship growth and first expansion without soft-locking.
- Early planet unlock costs are reduced and weighted toward accessible resources.
- Early economy tuning: higher base extraction, slightly better starting stockpile, and stronger starter ships.
- Cost formulas for ships/extractors/colonies are centralized in simulation logic to keep UI prices and gameplay prices consistent.
- Desktop: drag to pan, mouse wheel to zoom, click ships/planets to inspect.
- Mobile: drag to pan, pinch to zoom, tap to select; bottom tabs switch Actions/Details/Tech.
- 10 resources with progressive unlocks (Ore, Water, Bio, Energy, Silicon, Crystals, Reactive Gas, Alloys, Antimatter, Science).
- 20-planet star system with distinct planet archetypes and scalable unlock costs.
- Colony system with industry development (Mining, Refining, Biolab, Fusion Plant, Research Nexus).
- Expanded technology tree that depends on colony-driven Science generation.
- Curved ship paths + thruster trail + cargo indicator + floating unload text.
- Fixed-step simulation (10 ticks/s) + smooth render loop.
- Save/load in
localStorage, offline progress capped to 8 hours. - Reset save from DevTools:
resetSave().