REAL-TIME BUILDING · PHYSICS LIVE

Modular Ship Builder Prototype

W + Mousethrust toward cursor and steer nose toward it · while docked, W pans the bounded freecam upward
S + Mousethrust away from cursor · while docked, S pans the bounded freecam downward
A Dmouse-steer nudge / local strafe when W/S are released · while docked, A/D pan the bounded freecam horizontally
Q Eprecision rotation assist
Spacein Free Fly, tap Space to toggle ordinary Build Focus: the whole world and player run at 10% time; while already anchored, a tap releases only Temporal Anchoring and stays at normal 10% Build Focus; hold Space for 0.4s to toggle Temporal Anchoring, which burns 0.016 Rt per real second and anchors the player/core, movement, weapons, repairs, and attached-system cooldowns to real time while everything else remains slowed · holding from live time enters Build Focus and anchors in one gesture · no temporal pod is required for anchoring · while anchoring is active, dedicated pure-Rt blocks cannot be extracted even inside a temporal bubble, but trace Rt from ordinary Lu blocks still drops normally; after HEAVENLY, every player laser that hits the watcher while Temporal Anchoring is active is reflected at 10× the actual watcher damage back along the same beam path into the ship while still damaging the watcher · if Rt runs out the anchor releases while Build Focus remains at 10% · in Pylon Build, Space keeps its normal Build Focus toggle · while holding mouse on an attached ship or pylon module, Space detaches it instead · Build Focus and physical temporal-bubble slowdown use the same darkened 2px-blur camera treatment as Game Over while active
Chold for physical counter-thrust brake
Right Mouseright-click alone on an attached non-core block or loose salvage to cannibalize it into lunanium; in Build Mode, right-click a bare pylon foundation pad to dismantle that pad; hold RMB and drag from a bare foundation to select a rectangular row/block and release to dismantle the highlighted bare foundations together; disconnected supported modules fall loose
Left Mouse dragwhile docked, drag genuine empty/background space to pan the freecam; module grabbing, foundation drawing, infrastructure placement, and other build targets keep priority · the camera center is clamped to a 60u radius around the docked ship
Watcher cannonSERAPHIC and higher: 24 rounds arrive in three 8-round bursts. Each burst re-locks your current track with a 0.85-second warning, covers its center and flanks, and then commits. Keep changing course; one early dodge is no longer enough. The Watcher is exposed and vulnerable throughout the salvo. The cannon joins the existing beam and artillery attacks.
Watcher damagedamage is shown diegetically by seraphic magnetic fire jets while the disc itself stays black: light damage produces a few smooth field-guided fire strands from opposite poles; heavier damage adds more strands, stronger curvature, side-to-side imbalance, and hotter more chaotic flow, but there is no large pulsar plume. The effect is visual only — it adds no collision, damage, knockback, or projectile behavior.
Throw blocksGrab a loose block with left mouse, flick and release to throw. Launch at least 5u from enemy hulls; impact damage arms after 3u of flight. Faster, direct hits deal more damage and push/spin enemy ships. Pause before releasing to place normally. Hold an attached module and press Space to detach it first.
Both Mousehold left + right mouse to fire lasers; if the ship is docked, this immediately undocks it and switches back to manual laser control; asteroid hits extract at 0.001 Lu/s per emitter and eject small physical Lu fragments — fly within tractor range to collect them; loose salvage destroyed by player lasers also releases a small Lu pickup
ResontiumFree Fly has no discovery gate: ordinary Lu asteroids can contain visible trace impurities; breaking one still yields its Lu pickup plus any embedded roughly 0.0015–0.0025 Rt, 0.00045–0.00090 Rg, and/or 0.00012–0.00028 Ct traces, providing tiny bootstrap supplies without replacing dedicated ore veins. Every ordinary asteroid block inside an Ancient War Ruin grey cloud becomes 2×-HP dedicated cyan Rt phase ore: it remains visible/solid and normally requires the struck cell to sit inside an active temporal bubble before it can be damaged; while Temporal Anchoring is active, dedicated Rt extraction is locked even inside a bubble, while trace Rt from Lu remains available. Pylon Build keeps the original Layer-2 heartbeat reveal rule
Pylon reservesbring carried lunanium inside the visible pylon auto-transfer range and it automatically transfers into the pylon's separate Lu reserve for infrastructure/repair · a live pylon also vacuums loose Lu/Rt/Rg/Ct resource pickups anywhere inside that same visible support radius directly into the matching reserve, leaving physical modules and AI cores alone; a full matching reserve leaves excess pickups in the world · connected idle pylon lasers can also mine ordinary Lu directly into that reserve and mine heartbeat-revealed Resontium into a separate Rt reserve · Resontium is reserved for the later pylon temporal-favor upgrade, which will let the player move at full speed while global Build Focus keeps the rest of the simulation at 10% time · the single visible pylon support range starts at 23u and each online salvaged AI core adds +5u; auto-transfer, shared ship repair, resource pickup/service, and lightning field feedback all use this same circle; each pylon-feed lightning strike also launches a continuous deterministic seed-tied Aether survey front that expands without a hard range cap, obeys the same global slow-motion time scale as the world, remains alive while the player keeps any part of the wavefront on camera, and vaporizes unattended loose rubble as the expanding circumference passes through it, using a brief cyan plasma/disintegration burst derived from the Watcher salvo impact effect, while preserving held/claimed/in-use blocks and all resource pickups; hostile AI ships caught by the same front are seized and then peeled apart module-by-module exactly as the circumference reaches each block, with catch-up/final-flush protection so no frozen straggler module can remain behind the front, and with no combat salvage, wreckage, or reactor-chain payout; natural AI encounter clocks pause while that purge is still approaching the full off-screen spawn annulus and resume only once fresh arrivals would spawn behind the outgoing front, preventing newly spawned ships from being immediately vaporized; most space is neutral grey/empty and sparse deterministic foundation-grid-resolution cells reveal color as the front passes; Lu deposits survey as gold, Rt as cyan, Rg as lime, and Ct as red, while stronger cells render more opaquely to indicate richer patches; colored deposit cells remain highlighted for 1 second after the front crosses them; one installed salvaged AI core surrounded on all 8 neighboring foundation cells by lasers compiles into a 3×3 Aether Harvester array; while that formation is complete, those eight lasers are converted collectors and no longer target enemies, mine asteroids, or render ordinary weapon effects; each collector samples the deterministic Aether cell beneath it once when topology changes and then contributes a tiny constant Lu/Rt/Rg/Ct flow to the pylon reserve, with richer cells producing more and the Aether field never depleting; while harvesting, the eight collector squares rotate deterministically as a visible activity cue · while the ship is inside the visible auto-transfer radius, the pylon can support ship repairs: critical stabilization can still borrow across the shared Lu pool immediately, while ordinary ship HP repair gives the pylon's own core/foundations/modules and queued remembered-module rebuilds first claim; once that local work is clear, the pylon actively spends its Lu reserve first to repair the nearby ship, preserving ship cargo when possible · while Lu is available, the pylon keeps a 5.5 HP/s shared structural lane for its core/foundations while every surviving damaged mounted module auto-repairs simultaneously at 12 HP/s per module, costing 0.0005 Lu per HP; if Lu is short, mounted-module repair is shared proportionally across all damaged installed hardware; lethal core damage also spends available shared repair Lu for an emergency last stand, so the Ancient Pylon only fully collapses when no repair material remains; destroyed installed modules leave a faint remembered socket ghost and automatically rebuild: the pylon first deterministically claims matching nearby loose salvage through the existing spatial-memory buckets and pulls that real hardware back into place; if no matching salvage is inbound, one missing socket at a time is fabricated from the pylon's own reserves over 1.25 s (Common: 0.010 Lu; remembered Uncommon/Rare/Epic laser or frame replacements use the existing higher Lu + Rg + Ct rarity recipes)
Combat salvagePlayer and allied pylon kills yield 10% of hostile block fabrication value plus upgrade materials. Temporal pods include Rt; missile pods include Rg/Ct. Intact wreckage pays only when destroyed. Combat salvage created inside the live pylon support field deposits directly into matching pylon reserves; only overflow remains physical. Outside that field, every destroyed module and later-destroyed wreckage piece from the same hostile ship feeds one persistent multi-mineral resource cache for that ship; nearby caches from different ships never merge. Core-chain destruction feeds that same ship cache instead of leaving extra blast-site piles. Combat drops auto-tractor to your cargo while docked and Free Fly uses normal pickup range. Free-created parts pay no combat loot.
Docked Pyrwhile the ship is docked to a live foundation platform, every surviving attached ship module except the main core adds 1 active Aether Pyr load; this load feeds the same visible Pyr agitation radius and enemy-tier pressure as pylon consumers, and drops immediately when modules are destroyed/detached or the ship undocks; docked player auto-fire treats the pylon core and mounted pylon modules as friendly hard cover; automatic beam raycasts are also the only cover signal: partial exposure keeps the current sticky lock, while sustained full friendly-cover obstruction briefly latches and then rotates that blocked lock behind the other contacts instead of rapidly ping-ponging targets; the dashed 60u circle around the docked ship is the hard auto-engagement boundary — targets outside it are ignored, while each laser battery still obeys its own natural range inside the circle; every physical resource pickup that enters that same 60u circle is automatically vacuumed to the player AI core and deposited into ship cargo if capacity is available; a sticky target that leaves the usable engagement envelope is likewise rotated immediately so nearer attackers cannot monopolize an unreachable lock
Pylon foundationsfoundation can always be extended as long as the new pads physically edge-connect to the existing network and the pylon has enough Lu — weak signal is a warning, not a construction wall; each closed foundation loop has one OUT/source root that starts with 34 Aether Pyr steps; every other connected pylon root is a RETURN only and injects no new Pyr, and every foundation cell passed through costs 1 step, and a mounted thruster adds +3 steps only into the next foundation cell in the direction of its real thrust; as flow weakens the foundation visibly dims, and after signal reaches zero the already-built line remains in place as a dark inactive conduit so the player can see where more thrust is needed; mount a forward-facing thruster while there is still usable signal to restore flow into the downstream line; multiple thrusters placed farther down the same line can keep pushing it onward; three consecutive same-facing thrusters along the lane visually merge into one SMALL TURBINE while remaining three ordinary +3 modules underneath; an installed AI core with lasers on all eight surrounding cells compiles into one 3×3 AETHER HARVESTER: those eight lasers cease combat/asteroid-mining duty and instead passively collect the deterministic Aether resource cells beneath them without depleting the field; stack three thruster rows into a full 3×3 bank and all nine merge into one BIG TURBINE; its three +9 rows combine at the downstream face for +27; place two same-facing BIG TURBINE banks directly one after another along the Pyr-flow axis and all eighteen merge into one MASSIVE TURBINE; it preserves two real +27 stages internally, so the first bank can feed the second and the total staged boost is +54; sideways/backward thrusters only help foundations in those directions; there is no pump recipe, no pump object, no radial foundation build-range circle, and no fluid simulation; signal propagation and stationary module indexes are compiled/cached integer data that only rebuild when foundations, damage, or mounted modules change; construction history assigns stable branch IDs: the first drawn line is MAIN, extending a physical endpoint keeps that branch, and drawing outward from the middle creates a colored SUB-LINE; MAIN receives one 34-step Aether Pyr feed from its loop's OUT/source root; return roots are sinks rather than extra sources, while each powered off-branch starts with only 3 local Aether Pyr steps and must use correctly-facing +3 thruster pumps to extend farther; lasers subtract 3 only from their own branch downstream, so child/sibling branches never back-feed each other; a thin branch line shows foundation topology and branch ownership; decorative filled foundation pads are not rendered; disconnected or destroyed foundation stops downstream signal until repaired; hold left click and drag to preview a connected line, release to build even into weak/no-flow territory, right click during a preview to cancel, or right-click an existing bare pad in Build Mode to remove it, or hold RMB and drag from a bare pad to marquee-select a row/block of bare foundations and release to remove them together; mounted functional modules still require usable carried signal to operate; each mounted laser has the same 50u base reach as that laser mounted on the ship and consumes 3 carried Aether Pyr from its downstream branch while firing itself costs no Lu, so one ordinary +3 forward thruster offsets one laser load; each running salvaged AI core requires and consumes 9 Aether Pyr at its pad, goes offline below 9, and does not partially drain weaker flow; installed hardware can always be selected, rotated, and physically detached even when its branch has zero flow or the pylon core is destroyed; salvaged AI cores become connected only when their foundation pad belongs to a closed loop that leaves and returns to the pylon source and at least 9 Aether Pyr reaches the core, then provide their separate nearby combat/mining control field without extending foundation construction range; weapons still require local Aether Pyr to operate; hostile AI deliberately targets installed foundation modules (thrusters/turbines, weapons, cores, etc.) rather than bare foundation conduit; stationary module IDs/positions and beam-cover lookup are revision-compiled so hostile targeting does not rescan installed hardware per shot; while the player is docked, each arriving enemy receives one deterministic sticky target contract (player, nearby pylon core, or a nearby mounted module) so contacts spread across the defended network instead of all diving at the ship; docking platforms are ship-fit based instead of fixed at 17×17: a socket needs at least a solid 3×3 live foundation area, and the current player ship's entire cardinally-rotated bounding footprint must remain inside solid foundation; larger ships therefore require correspondingly larger platforms, while any block hanging outside rejects that socket; broad slabs collapse to one central pulsing docking marker; broad visual layers (starfield/world grid and normal foundation geometry) use WebGL2 GPU rendering when available, while deterministic gameplay math remains CPU-side; AI-core/pylon Aether Pyr field ripples are not rendered
Ring of Fireactive Aether Pyr consumption creates the Ring of Fire centered on the pylon; its interior is the Heavenly Flame and keeps the normal starfield under a dark ruby ember tint with sparse broad nebula-rift stains fixed in world space, so the effect feels embedded in local space and moves naturally with the stars instead of framing the camera; the background treatment is only a couple of batched translucent fills — no particles, shader effect, blur, or procedural work per frame; the field starts at 0u, expands as powered modules consume more Pyr, and contracts when those consumers go offline or are destroyed; pushing it across an enemy threat-ring boundary starts a new independent central-zone spawn clock for that tier without replacing earlier clocks — Raider reach means a Scout timer + Raider timer run together, Gunship reach adds its own Gunship timer, and later rings keep every earlier tier spawning; higher active Pyr also continuously accelerates all unlocked clocks with a capped deterministic spawn-rate multiplier
Stray crossingin Free Fly from BLAZE escalation onward, distant nebula artillery can very rarely range the player: each shell independently reads the player's current position/velocity when that shell's warning begins, predicts a few seconds ahead with deliberate fire-control error, then freezes that one absolute universe coordinate permanently — the visible marker never homes afterward. BLAZE fires 1 round; INFERNO 2; SOLAR 3; CELESTIAL 4; HEAVENLY 5. Each later round arrives after its own deterministic random 1–5 second interval and takes a fresh firing solution, so dodging one shell in a straight line can put the player onto the next predicted impact; changing course again after each new marker is the intended counterplay. Each BAM has a tiny catastrophic epicenter (about 1u), a compact 5.25u radial shock with fast falloff, and an invisible outbound shear that can still cut other ships, wreckage, and asteroid cells. Use TEST / DEBUG → BAM · Test stray crossing to preview the current Fire-stage salvo.
Pylon corethe ancient pylon is a normal AI combat target with 240 HP; AI compares its distance against other valid targets instead of receiving scripted pylon aggro · direct player and AI lasers damage the pylon and also reflect 25% of that hit back toward the firing ship; AI return fire uses a deterministic shifting hull/module aim point instead of always drilling the core; missiles and other attacks damage it normally · the pylon reserve repairs the core through the same 5.5 HP/s repair lane used by mounted modules · its deterministic resonance pulse still drives hidden-mineral exposure/network timing as gameplay logic, but pylon/AI-core Aether Pyr field ripples and refraction are not rendered at all; temporal-field visuals remain, and at 0 HP the pylon collapses into a 20-socket reconstruction altar while the doom state persists; the player must manually offer 20 intact loose salvaged AI cores one by one into the central altar socket; each core processes for 5 seconds, then detonates with the same BAM-and-shrapnel breakup used by destroyed ship modules while contributing one segment of the surrounding reconstruction ring, and the completed 20-segment circle reboots the original pylon at partial HP, after which doom ends and ordinary Lu repair can restore the remaining HP; the one-time catastrophic destruction shockwave remains a separate death effect
Shiftnormal boost gives up to 2× real thruster force while lunanium is available · costs 0.0002 Lu/s per firing thruster · in Free Fly, click/release an attached thruster without rotating it to begin a 30s real-time advanced-manifold refit for 0.020 Lu + 0.008 Rg + 0.003 Ct; that thruster is completely inoperational during the refit; click/release the same refitting thruster again to cancel the refit and refund its committed Lu/Rg/Ct; the finished hardware conversion is permanent on that engine, while later clicks freely arm/disarm its advanced Shift feed · while Shift is held an armed converted engine can reach 3× total thrust and additionally burns 0.00010 Rg/s + 0.00004 Ct/s while firing · if either advanced material runs out it automatically falls back to the normal Lu boost
Stabilizersmart real-thruster balancing reduces spin from asymmetrical/misplaced engines · predictive counter-steer evaluates each thruster's real lever arm, direction, stack power, and translation conflict, then fires the best physical combination to soften oversteer
FRONT →ship local +X; forward thrusters must push this way
Btoggle construction guides only (PARTS palette is controlled from TEST / DEBUG)
Symmetry guidebuild mode shows the core centerline, missing mirrored cells, and side-symmetry % so you do not have to count blocks
Module mountsframes may attach only to the main core or another frame; salvaged cores mount directly to frames; missile pods, interceptors, lasers, and temporal pods can extend as straight same-facing stacks; missile stacks max at 3 and remain ONE missile battery: 1 pod = 1 drone / 30u, 2 pods = 1 drone / 40u, 3 pods = 1 drone / 50u; interceptor stacks max at 3: 1 = temporal defense, 2 = missile/drone defense, 3 = hybrid defense; temporal stacks max at 3 and fire one longer-lasting field; thruster stacks max at 3: frame-mounted = full size / 100% thrust, second = smaller / 50%, third = smallest / 25%
Tabopen/close resource inventory (physics keeps running)
Save / LoadSave ship / Load ship still manage reusable construction blueprints only; the current RUN now autosaves separately in this browser every few seconds and on page exit, then restores automatically after a reload — world position, hull damage/layout, cargo, pylon network/reserves, asteroid depletion, salvage, active AI, combat projectiles, and a valid dock lock are restored
Hhide/show this controls panel
Thide/show occasional rigid-body telemetry (1 Hz while open)
Rrotate held block 90° relative to ship / rotate selected directional ship or pylon module
Mousein Free Fly, click/release a normal attached ship thruster without rotating it to convert it for 0.020 Lu + 0.008 Rg + 0.003 Ct; click/release that same thruster again while the refit is running to cancel it and refund the committed Lu/Rg/Ct; converted engines keep their pylon-style cyan/amber hardware permanently, and later clicks freely arm/disarm the Rg/Ct Shift feed · converted thrusters require BOTH Rg and Ct to be present in cargo to operate at all; if either reaches zero that engine goes completely offline until both return · advanced fuel is consumed only while an armed converted engine actually fires under Shift · hold an attached ship/pylon module + Space to detach; detached modules become physical loose blocks under the cursor · while holding an installed foundation AI core, its live foundation input path, exact control range, ONLINE/OFFLINE state, and weapon-control links are shown
Esccancel temporal targeting, close inventory, drop a held block, or clear the current ship/pylon selection
Mouse wheelzoom camera in/out · global Build Focus is a fixed 10% simulation speed toggled with Space
AI shipsRaiders and tougher contacts can carry predictive temporal torpedoes; Gunships introduce 1 orbiting missile-drone pod, then every higher AI tier adds another pod (up to 6 on Missile Cruisers) · while docked, encounter tiers use the same cumulative Pyr escalation pool rather than a fixed test Gunship tier, and occasional deterministic dual contacts arrive from separated attack lanes and split onto different valid objectives when possible
Missile podsswarm bay · each separate missile battery maintains exactly 1 orbiting missile drone; player drones require 0.004 Rg + 0.002 Ct each when manufactured · natural Reagent/Catalyst deposits are confined to Ember Nebula colonies in Free Fly; dedicated blocks are 5× tougher than ordinary Lu, and the same materials can also feed opted-in advanced thrusters or higher-rarity reconstruction · separate frame-mounted pods add more drones at 30u; straight same-facing stacks trade missile count for targeting reach: 1 pod = 30u, 2 pods = 40u, 3 pods = 50u, while every completed stack still carries only 1 drone; orbit lane is determined only by that battery's stack depth: 1-pod batteries share the inner ring, 2-pod batteries share the middle ring, and 3-pod batteries share the outer ring (+1.25u radius per ring step) · when a hostile enters a battery's engagement radius, every ready battery in range breaks orbit and swarms the same stable target ID · fired/intercepted drones rebuild after 1.8s when both missile materials are available (AI drones are free · no screen scan / ray marching)
Temporal podnot included on the starter ship; Raiders and tougher contacts can carry salvageable temporal pods · stack up to 3 same-facing pods in a straight line (frame → pod → pod → pod) to make ONE stronger battery: 1 pod = 6.5s field, 2 = 9.5s, 3 = 12.5s · separate stacks are separate torpedoes · double-click anywhere, hold to place the shared ghost point, release to fire · 0.008 Lu + 0.016 Rt per torpedo/battery
Interceptor podplayer point defense must be stacked straight and same-facing from a frame: 1 pod = temporal-torpedo defense (PD-T), 2 pods = missile + orbit-drone defense (PD-M), 3 pods = hybrid defense against both (PD-ALL) · each stack acts as ONE battery with one 10u coverage circle centered on its outer pod, one shared 1.35s cooldown, and 0.003 Lu per launch · every pod in a completed stack shares that battery's visual theme: 1-stack blue, 2-stack missile-defense pink/red, 3-stack hybrid purple · their 10u coverage zones mirror the same role: PD-T = single gated blue ring, PD-M = paired pink/red rails, PD-ALL = purple hybrid ring with cyan + rose inner arcs
Combat bubbles10 Hz spatial discovery creates stable pairwise engagements; AI-vs-AI pairs outside contact are deterministically forecast in tiny fixed work slices and can resolve from the cached result at 34u contact if neither ship was changed by the player/pylon/other combat; invalid forecasts fall back to full live combat · off-camera forecast results materialize instantly, while any result visible in the current camera gets a brief finishing-hit / breakup presentation before the exact same cached state is committed · AI weapons use target-local cached grids instead of world scans
Loose salvagewhile undocked, free rubble/blocks within 60 units gently gravitate toward your ship; docking disables this passive pull so nearby wreckage stays where combat leaves it · loose rubble inside magma or Ember thermal fields takes the same continuous environmental heat damage as ships and is destroyed normally when its HP reaches 0; reflective frame rubble inherits the same tier-based heat resistance · destroyed loose blocks vanish without spawning Lu debris (right-click cannibalizing still recovers 75%) · untouched loose rubble begins fading after 30s and disappears 6s later
Grab assisthover directly over distant loose salvage for a stable cursor latch; within 12u of the ship the magnet is disabled for precise close-up grabbing
Salvaged corestrip every module from an enemy and its intact core drops free as an attachable auxiliary core; destroying a core detonates it instead of salvaging it · attached auxiliary cores add +5 lunanium storage but remain volatile and can chain-react
Auto-repairdestroyed remembered slots route matching debris around the hull within 10 units
Auto-upgradenearby higher-rarity loose lasers and frames are tractored aboard and replace the lowest-rarity matching module they improve; the old module drops as salvage
Frame rarityUncommon/Rare/Epic frames have increasingly higher HP and laser-reflect chance; reflected laser hits deal 0 damage · in hostile thermal biomes that same reflect index also reduces continuous magma/Ember heat damage, reaching 75% heat resistance at Epic · ordinary Lu asteroids baked directly over magma become 6×-HP crystallized Lu and store separately as cLu under the main Lunanium cargo category for queued frame tempering/reconstruction and as the structural crystal component of laser tier upgrades; crystal tier work uses idle AI-core workers only after HP repair and block rebuild work are clear
Lunanium repairevery surviving ship AI core supplies independent repair + rebuild work in parallel · the normal main core handles 1 damaged target + 1 destroyed slot, while each attached salvaged core adds another lane of each type; repair/rebuild lanes spread across separate targets first and focus together only when one target remains · damaged surviving modules always repair with Lu only at 0.00050 Lu/HP · a destroyed remembered rarity slot always falls back to a Common 0.010 Lu replacement if exotic material is unavailable, but if enough Lu + Rg + Ct are present at completion it rebuilds the remembered Uncommon/Rare/Epic laser or frame directly; higher rarity consumes progressively more of all three materials · if a Common fallback is already installed, the slot keeps its best rarity memory and automatically restores that tier later when the missing materials arrive, charging only the remaining recipe difference
Core detonationall cores are volatile but blasts deal ordinary damage instead of auto-vaporizing healthy blocks: 0–1 cell takes 60% max-HP damage; >1–3 take 30%; >3–5 take 15%; beyond 5 cells takes no blast damage · one empty grid cell is therefore a meaningful safety margin, but an already-damaged nearby core can still chain-react · AI-core detonation uses a distinct soft low thunder-pressure bloom with a long dark reflected tail plus a short, fast-rerouting cyan discharge that snaps between nearby flying fragments during the compact early debris burst, making reactor chain reactions visually unmistakable without leaving absurdly stretched bolts behind
Player core40 HP and destructible · in Free Fly the core is also the diegetic Heavenly Fire load display: added module load progressively heat-soaks the intact housing from cool cyan through red/orange and yellow toward near-white incandescent metal, with local ember shedding and stronger thermal pulsing as the next Fire surge approaches · critical damage at 0 HP spends up to 0.005 Lu for an immediate 1 HP emergency stabilization before the main reactor can detonate · GAME OVER happens only when stabilization fails with no lunanium remaining · Game Over keeps the world running in automatic 10% slow motion until Starter ship is pressed · the main core is never salvaged or duplicated
World collisionexact modular-body collision plus full ancient-pylon mesh collision — the same projected 3D crystal faces block ships, loose salvage, lasers, missiles, temporal packets, and interceptors; asteroids remain destructible cover
FPS --
Core Salvaged Core (+0.5) Frame Thruster Laser Missile Pod Temporal Pod Interceptor Pod   → FRONT   BACK ←
TEST / DEBUG
Spawn loose salvage and toggle combat testing aids
Debug preview uses the same 1u square world grid as asteroid cells: several adjacent burned-rock/magma patches combine into one larger seeded biome, with rare bright shoreline seams.
Ember uses the lava biome's large clustered footprint, but as a thin translucent hostile nebula: lower thermal attrition, common Rg colonies, rarer Ct seams, and no natural Rg/Ct veins outside Ember. Fast player motion parts/stirs the gas into a temporary deterministic wake; slowing lets the cells close back around the hull.
Battle-scarred pylon ruins with destroyed modules and missing foundations; every ordinary asteroid block inside the grey clouds becomes cyan Rt phase ore. Build guides [B] + hover for names.
Visual work queue ready
Rubble optimization ready · dock to activate
Layout combat ready · dock to activate
PARTS

Settings

Make space your own · game paused

FREE FLY / WORLD SETUP

New run

Shape your next expedition. These choices stay fixed for the run.

Same seed + settings recreate the same infinite asteroid field everywhere. Travel only streams nearby sectors; mined asteroids never replenish. Blank seeds are randomized.

NEW EXPEDITION

Choose how to start

Start a local run exactly as before, or open a small multiplayer lobby through Solaris Helio.

SOLARIS HELIO · MULTIPLAYER V0

Lobby

Create a room or enter a room code. The lobby uses wss://ws.solarishelio.com.

Stored only in this browser for convenience.
Not connected · choose Create Lobby or enter a room code.
LOBBY
----
CONNECTED
    This first pass implements the lobby/room transport and shared start handshake. Full ship/input/world replication is the next networking layer; the game does not pretend remote ships are synchronized yet.