CLAIM A CELL
Study the biome, geology and neighbours. Your first cell becomes your base in the shared world.
Claim a place on the global map, enter your own estate and build production that keeps running while you are away. Right in your browser, with no install.
Everyone shares the world, but your path is your own. No race—build at your pace.
Study the biome, geology and neighbours. Your first cell becomes your base in the shared world.
Inside the cell is a real-time map. Your worker walks, chops, builds and carries everything.
Raw materials become products step by step. Production continues after you close the tab.
Land and sea expeditions, ruins, a spaceport and stellar corridors. The ceiling is far away.
You do not click abstract icons. You assign a task, and the worker crosses the yard to complete it.

The worker's home. Every estate and every future building starts here.

Extracts what the geology of your cell hides: stone, coal and iron.

Turns raw materials into goods demanded by the market. Runs in batches while you are away.

Keeps stock while you are offline. More capacity means longer production runs.

Your gateway to other economies: neighbour orders, caravans and surplus sales.

Unlocks technology tiers, new buildings and distant expedition routes.

Click a tree and the worker finds a path, chops it and carries the log to storage. The server calculates the route and result, so lag cannot break the economy.
No useful product falls from the sky. Every one passed through someone's mine, workshop and warehouse.

Assemble a team, load supplies and equipment, then choose a direction on the global map. Expeditions return with resources, discoveries and new locations.
Prepare a teamOne continuous economy. Space does not replace Earth with another game—it grows from the same chains, warehouses and caravans.
An estate, a worker and the first chains. Technology tiers 1–3, local geology, warehouses and recruits.
Hikes, surveys, extraction and raids. Later come ancient ruins, research outposts and rare materials.
Build on water and follow an independent marine expedition line. Levels 11–15 reveal Atlantean ruins and underwater outposts.
The Stellar Key needs both land and marine fragments. Both branches must be completed.
Build a spaceport, train pilots and assemble ships for orbit, the Moon, Mars and Pluto.
A hyperdrive, the shared interstellar corridor, a galaxy map and stellar bases with finite deposits.
An order-book exchange, real scarcity and logistics between regions.
| ORDER | PRICE | OWNER |
|---|---|---|
| BUYSTEEL ×200 | 74,9 | IRON HOUSE |
| BUYPLANKS ×1,400 | 31,0 | LEAFYARD |
| SELLCOAL ×3,000 | 18,7 | FOREST POST |
| SELLSUPPLIES ×850 | 15,8 | TRADE HUB |
Nothing to install. The Android client is in development and will use the same account.
Walk the estate, assign tasks and leave. The server keeps production moving.
Scarcity, logistics and the market create tension—not destruction of another estate.
Almost every useful thing was made by a player. Prices come from orders, not a developer table.
Biome, geology, neighbours and roads determine which specialization is possible.
Buildings, batches and expeditions survive reloads and complete exactly once.
Stories from players who came for fifteen minutes. Some are still there.
I came to build one shed. A month later I have three workers, a logistics network and twelve thousand planks. The shed is still missing.
I assigned the work and went to sleep. By morning I had planks, coal and a much better economy.
I chose a mountain cell because it looked beautiful. It had iron and coal. Now the whole region buys my steel.
I promised myself fifteen minutes. That was Thursday. It is Sunday now and four bases are linked by caravans.
I sent a team into the unknown just to look around. They returned with a Module Sphere II and three stories.
The neighbours built a market and I built fields. Now they bring me gold and I send them supplies.
Finally a game where I do not have to hurry. I return from work and everything is still standing and producing.
At first I thought it was an ordinary clicker. Three hours later I was planning plank deliveries between two bases and arguing with myself about prices. This is not a clicker. It is a diagnosis.
My worker crosses the whole yard carrying a single log. Slowly. Silently. I watch him like a son. Keep going, lad, carry it home.
There is nowhere to jump here, but there is plenty to build. It turns out this is what I had been missing all my life, not another rooftop.
I checked it myself: the server calculates everything fairly, progress survives reloads, and every number adds up. There is absolutely nothing to nitpick. I do not like it.
Not an orc, not a siege, and nobody burned down my house. At first I was deeply disappointed. Now I have a factory and inner peace.
It feels like home: the furnace is hot, the field is growing and the storage is full. Except coal replaces tea, and for some reason I need a great deal of it.
I burned out at work and came here to relax. Now I work two shifts in a coal mine. At least these shifts are mine.
Create an account in a minute and choose your starting cell directly on the global map.