Fortify a floor
Take a floor of a broken tower or build a compound on open ground. Craft, place pieces and hold it.
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.
The terrain and the streets are real. The buildings that stand on them are regenerated every wipe from each block's real statistics.
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.
Rust, the survival game, is the loop. Real places and a reason for the wipe are the difference.
Take a floor of a broken tower or build a compound on open ground. Craft, place pieces and hold it.
Tools damage pieces. That is the whole rule. Find the building plans and you learn where its weak points are.
Cold Storage is the only thing that survives a wipe. Its contents are saved to your account when the countdown ends.
The globe is divided into hexagons at several sizes. The game uses three of them, from a whole region down to a claim.
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.
Each one is playable or visible on its own.
| # | Stage | Playable result | Status |
|---|---|---|---|
| 01 | Ruins | Walk through deterministically generated ruins of downtown Vancouver on real terrain and streets, natively and in a multi-threaded browser build. | Done 136 of 136 plan steps done · full plan |
| 02 | Presence | Several players in the same ruins; zone server; border transfer. | In progress 54 of 105 plan steps done |
| 03 | Claim and build | Claim a floor or plot, place pieces, raid by destruction. | Not started |
| 04 | Survive | Resources, inventory, crafting, loot, Cold Storage. | Not started |
| 05 | Cycle | Wipe 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.
Built in Rust on the Bevy engine, planned to play from a link.
Every game rule lives in one crate that the client and the server share, so they cannot disagree about the rules.
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.
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.