Pre-alpha · ruins done, not yet hosted

The ground stays.The ruins change.

A post-apocalypse survival MMO on a 1:1 map of the real Earth. Real terrain, real streets, and ruins rebuilt every wipe. The first ruins are downtown Vancouver.

Ruin hash --------0 buildings

Pink pennants mark landmarks. They are real and never move. Everything else rolls with the seed. This is an illustration of the generator's rules, not a screenshot.

Counts are from Overture Maps data (release 2026-10-21) for the 49-cell first zone. They describe the source data, not yet a playable world.

Learn the city. Not its ruins.

The terrain and the streets are real. The buildings that stand on them are regenerated every wipe from each block's real statistics.

Skeleton · fixed, real

Stays the same every wipe

  • Terrain, from Copernicus satellite elevation data
  • Coastline, rivers and lakes
  • The street grid and where the bridges are
  • Parks, forest and industrial land
  • Named places and the footprints of landmark towers
Flesh · seeded, rolled

Rolled again each wipe

  • Which buildings stand on each block
  • Floors, stair cores and interiors
  • What was blown flat, what was breached, what is a hollow shell
  • Loot and props
  • Craters, mounds and fallen overpasses
01
IntactDust and broken glass. Still a building.
02
BreachedHoles through walls and slabs.
03
Partial collapseTop floors gone, slab slumped, debris mound.
04
ShellFacade only. Sky through the windows.
05
RubbleThe footprint becomes a mound.

A low-frequency blast field over the zone gives each block a severity, and each building's damage state follows from it. Same seed, same ruins, on every machine. A new seed builds a new ruin on the same real ground.

One loop. Three verbs.

Rust, the survival game, is the loop. Real places and a reason for the wipe are the difference.

FLOOR 14 · BROKEN TOWER YOUR WALLS
Claim

Fortify a floor

Take a floor of a broken tower or build a compound on open ground. Craft, place pieces and hold it.

WALL · PIECE HEALTH
Raid

Raiding is destruction

Tools damage pieces. That is the whole rule. Find the building plans and you learn where its weak points are.

COLD STORAGE · SEALS AT 00:00:00
Keep

Seal it before zero

Cold Storage is the only thing that survives a wipe. Its contents are saved to your account when the countdown ends.

Every place has an address

The globe is divided into hexagons at several sizes. The game uses three of them, from a whole region down to a claim.

RegionH3 res 4
One fixed stretch of geography. Vancouver is the first region switched on. Nothing in the code is specific to it.
ZoneH3 res 5
One of a region's seven parts. Each zone runs as its own server with its own player cap. Walking across a border is allowed. A full zone turns you back at the line.
CellH3 res 7
About five square kilometres. The unit that is claimed, loaded and streamed to your screen.

The world resets. Some of what you built can survive it.

Shard clock · example
06:04:12:33D · H · M · S

Illustration. Each shard of a region lives on its own wipe clock, and the countdown is visible in the world. Real clocks arrive with the last sub-project.

  1. Build and hold. Fortify a floor or an open plot. Defend it. Raiding is destruction and nothing else.
  2. Seal valuables. Craft a Cold Storage object and fill it before the clock hits zero. Raiders can go for it first.
  3. Zero. Cold Storage contents are saved to your account. Everything else you carry or store is gone.
  4. Roll the world. A new seed builds new ruins on the same real ground.

Five stages, in this order

Each one is playable or visible on its own.

#StagePlayable resultStatus
01RuinsWalk through deterministically generated ruins of downtown Vancouver on real terrain and streets, natively and in a multi-threaded browser build.Done136 of 136 plan steps done · full plan
02PresenceSeveral players in the same ruins; zone server; border transfer.In progress54 of 105 plan steps done
03Claim and buildClaim a floor or plot, place pieces, raid by destruction.Not started
04SurviveResources, inventory, crafting, loot, Cold Storage.Not started
05CycleWipe countdown, shard coordinator, decay, tokens, factions, more regions.Not started

The ruined city is built, on the desktop and in the browser, but it isn't hosted for players yet.The first part of the game is finished. The client streams downtown Vancouver around a first-person player, on the desktop or in a browser, with no install: real streets and terrain, and generated ruined buildings with stairs you can climb to the roof. The browser build generates the same world as the desktop one, byte for byte. Nobody outside the project can try it yet, because it isn't hosted anywhere. Next come other players in the same world, claiming and building, survival, and the wipe cycle. What exists is the groundwork: hexagon addressing for the region, a check that the real map data covers Vancouver, the build gates the browser version depends on, the data types the world is read through, a reader for the Overture map data, a local data store for each baked region, a compact terrain tile format, a reader for Copernicus elevation data, terrain baking and ground-height sampling, the seeded rules the ruin generator starts from, per-block statistics and landmark selection, generated building structure and interiors, the damage pass that turns buildings into ruins, a command that bakes a whole region, the desktop client and its configuration, per-cell trimming that cut the download to a third, streaming of cells around the player on worker threads, flat-shaded meshes for terrain, roads and buildings, stairs inside every multi-storey building, a first-person walking controller with collision, debug overlays and a two-second budget for generating each cell, a smoke-test checklist and run instructions, and a multi-threaded browser build. The look is deliberately plain, flat-coloured geometry, to prove the city reads correctly before any texture work. The skyline at the top of this page is an illustration of the generator's rules.

Rust all the way down

Built in Rust on the Bevy engine, planned to play from a link.

One rulebook

Every game rule lives in one crate that the client and the server share, so they cannot disagree about the rules.

Same seed, same world

The world generator is deterministic and has no engine dependency. Two machines with the same seed produce byte-identical worlds, and a test holds that line.

A browser tab

The plan includes a multi-threaded browser build, so a small alpha group on Linux or Windows can join from a link with nothing to install.