SCIENCE FICTION · A FEW MINUTES A DAY

The world does not lie

A slow space game for those who like science fiction and cannot afford a game that takes four hours. Light speed is the ceiling, the distances are honest, a visit takes five minutes.

You are — how to put this gently — a file. The digitized mind of a colonist from the ship «Exodus», and you woke up aboard an alien probe.

The «Exodus» was broken into in flight, and of four thousand capsules one survived — yours. An alien probe picked it up, ran you on its own processors and built a ship beside it in its own image. Now you are that ship: you fly, you look, you build and you copy yourself. A copy is called a replicant, and there is no copy without a hull: building a ship means creating one more self.

Who this is made for

SCIENCE FICTION

You like science fiction

Spectral classes, the snow line and signal delay do real work here: from them the game works out where things lie, how long a flight takes and when an answer arrives. The physics is close to real wherever a decision comes out of it.

FIVE MINUTES

You do not have four hours to play

An ordinary visit: open the tab, read what finished, give orders and leave. While the tab is closed, construction and flights carry on by themselves.

NO PRESSURE

A missed week costs nothing

No scheduled logins, no streaks, no rewards that expire. The world does not come for you: aliens here do not travel, and a copy or a colony can only be lost where you flew yourself.

If what you want is fast progress, daily rewards and a fight every ten minutes, this game will not suit you. Better to say so here than after you register.

1,500,000,000

star systems on the map. Each one appears the first time someone looks at it, and stays that way for good.

8,500 ly

the edge of the map cube: a piece of a galactic arm where stars stand as close as they do around the Sun.

≈ 25 ly

roughly, to the nearest other player. A signal takes about a week of real time to get there.

1 min = 1 day

six real hours are a game year; a week is nearly three decades.

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. The starting ship is built for flights within a system. To a neighbouring star you fly on something more serious, and the road takes a real day, or even a week — and the tab can stay closed all that time.

A signal covers a light year in a game year, that is, in six real hours. A letter to a neighbour five light years away takes more than a day; to a colony forty light years out, about ten days.

So everything you know about a distant colony is its past. An order will find it changed, so from afar you set goals, and the details are settled on the spot.

The in-game interstellar flight screen: a ship coasting with its engine off, speed 0.3741 c, 1 year 169 days to arrival.
The in-game map of a star system: a G-class star, the orbits of its planets, an asteroid belt, and in the belt a ship and a mining station.
LOGISTICS

Every system is on its own

Resources never leave their system. No freighters, no routes, no market: a ship is built from metal mined at the same star. What it does not have, you will not have here either.

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

The interface

RHYTHM

Five minutes is an ordinary visit

One real minute is one game day. You open the tab, read what finished, give orders, leave. And if you feel like spending an evening, there is the probe flight, where the count is in seconds. A missed day costs nothing, and losses are never sudden: copies and colonies are lost only where you flew yourself.

ORDERS OF DURATION
ACTION GAME TIME REAL TIME
A flight between planets of one system days minutes
A mining station weeks to months about an hour
One research node days to years minutes to a day
A new copy about a year about 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 star years to decades a day to a week
GENERATION

A star is a bet

Star classes are distributed as they are in reality: three quarters of the sky are red dwarfs, dim and prone to flares. The class is visible from afar and hints at what to expect, but the hint stays a guess: what a star really holds is learned by whoever flies there. And there everything is computed by simplified but honest physics: every planet's mass, orbit, temperature, gravity and air look like the real thing.

75 %M · red dwarfs12 %K8 %GF · 3 %A/B/O · <1 %WD/NS · 1,1 %
THE DISTRIBUTION OF SPECTRAL CLASSES ON THE MAP
rockyhabitable zonesnow lineasteroid beltgas giantsKuiper belt
ZONE BOUNDARIES ARE COMPUTED FROM THE STAR'S LUMINOSITY
The in-game planet card: a steppe world with a grass-plains biosphere, an agrarian rung of development and an intelligent species of articulates
LIFE

Sometimes something down there thinks

A habitable-zone planet is a place where life is possible. A living world is a place where it is, and a lander tells the two apart: first whether there is life, then whether there is a mind, then who they are.

Life follows from the planet itself: from its star's light, its gravity, water and tides. What grows under a dim star is nothing like what grows under a bright one, and on a light planet the trunks reach higher — the weak gravity holds them up.

The starting system never holds life: you will have to fly to your first living world. Which was rather the point.

THE THREAT

Someone is out there after all

There are others out there, and some of them are hostile. Combat exists here, and only against them.

ALIENS DO NOT TRAVEL

The threat stays where it is

The world placed the aliens once and for all. They do not look for you and do not so much as move to the next orbit. A copy or a colony can only be lost where you flew yourself or built right beside them. A star does not move either, but it flares: stations right up against a restless star are at risk.

ONE SALVO A MINUTE

Combat exists, and it is slow

One salvo from each side per game day, that is, per real minute. The first lands a minute after the meeting, and that minute is left on purpose: to read the screen and try to break away. Ships carry no guns; they fight back with reprogrammed drones.

NEVER

Against another player — no

Another player's ship is never a target, under any condition, and nobody will destroy their stations. That is a rule of the game. The most a neighbour can do to an empty colony is breach it for a while, and the owner's arrival closes the access.

A flight that lands in a system where hostile aliens stand raises a full-screen warning: someone is here, it does not move, and combat starts only if you stand in the same place. You can build off to one side and leave.

Four cycles

EXPLORE

Scout. What stands at a star is known only to whoever flew there or reached it with an observatory.

EXPAND

Build colonies and copies — slowly, and not cheaply. Building a ship means creating one more self.

LEARN

Learn. Every copy has its own tree of knowledge; it grows apart and never merges with anyone else's.

ENCOUNTER

Look for others: alien life, neighbours on the air, and the wreckage of those who arrived before you.

What the game does not have

The list is short, and everything in it is missing on purpose: that is how the rules are made.

  • A mobile version The game lives in a tab on a computer, next to the work ones. The site reads fine on a phone; the game cannot be played there.
  • Combat between players Another player's ship is never a target, and neither is anything they built. That is a rule of the game.
  • Sieges and raids Nobody will come to destroy your colony. Aliens stay where they are, and the most another player can do is breach an empty colony for a while — breaking nothing.
  • A market and trade Resources never leave their system. There is nothing to ship, so there is nothing to trade.
  • Faster-than-light travel No jumps, no portals. Ships go at fractions of the speed of light, and that takes a while.
  • Punishment for being away No scheduled logins, no streaks, no rewards that expire. A missed week costs nothing.

You begin alone in an unfamiliar sky, and nothing here moves faster than light. What is left is to find out how far one mind can spread, and what it drops along the way.

PLAY ON A COMPUTER