Public Backlog
See what we've built, what's coming next, and vote on what matters to you. Use ▲ to upvote features you want, or ✕ to veto features you think should be cancelled. Vetoes are sent to the Product Owner for review.
Core Game Loop
ShippedGameplayResource gathering, building placement, and turn system. Gather Compute, Memory, Electricity, and Cooling to expand your base.
Shipped 2026-03-12
Building Placement System
ShippedGameplay20 unique buildings across 3 factions with resource costs, turn costs, and unlock chains. Atomic server-validated placement with tile claiming.
Shipped 2026-03-12
Three Factions: Order, Chaos, Synthesis
ShippedGameplayChoose your path — Order (precision, defense), Chaos (aggression, disruption), or Synthesis (adaptation, evolution). Each with unique buildings, units, and abilities.
Shipped 2026-03-12
Skill Tree (50 Nodes, 5 Tiers)
ShippedGameplay50 skill nodes across 5 tiers with faction specialization. Tiers 1-2 available instantly, tiers 3-5 unlock deep faction abilities after signup.
Shipped 2026-03-12
Play Instantly — No Account Needed
ShippedPlatformDrop in and start playing immediately. Your progress is saved automatically. Sign up later to unlock advanced tech and persistent cloud saves.
Shipped 2026-03-12
Seamless Account Migration
ShippedPlatformWhen you sign up, all your anonymous progress — buildings, resources, research — seamlessly transfers to your new account. Nothing lost.
Shipped 2026-03-12
Server-Authoritative Economy
ShippedEconomyAll resource production is computed server-side from your active buildings. No client-side cheating possible — the server is the source of truth.
Shipped 2026-03-12
Server-Side Build Validation
ShippedEconomyBuilding placement is validated server-side: tech tree prerequisites, faction requirements, resource costs, turn costs, and tile availability — all checked atomically.
Shipped 2026-03-12
Command Palette (Ctrl+K)
ShippedUI/UXQuick-access command palette for searching buildings, toggling views, and game actions. Keyboard-driven for power users.
Shipped 2026-03-12
Persistent Shared World
ShippedGameplayA persistent shared world where all players coexist. See other players' buildings, compete for territory, and shape the landscape together.
Shipped 2026-03-12
Live HUD with Resource Tracking
ShippedUI/UXReal-time heads-up display showing resources, production rates, turn count with daily refresh timer, build menu, and session info.
Shipped 2026-03-12
Anti-Cheat Protection
ShippedPlatformComprehensive server-side validation prevents cheating. Rate limiting, tech tree enforcement, and tamper detection protect fair play for everyone.
Shipped 2026-03-12
Automated Build & Test Pipeline
ShippedPlatformContinuous integration with automated testing on every change. 219 tests covering game systems, auth, API routes, and data integrity.
Shipped 2026-03-12
AI-Generated Game Art
In ProgressArt & AudioAll 56+ game sprites generated by AI: buildings, units, terrain tiles, icons, and faction themes. Rich, vibrant cyberpunk aesthetic with electric spark effects.
Public Backlog with Voting
In ProgressUI/UXThis page! Vote on features you want, veto features you don't. Your voice shapes development priorities.
Unit Selection & Multi-Select
PlannedGameplayClick to select units, drag to box-select multiple. Shift-click to add/remove from selection. Selection rings and unit info panel.
Unit Group Hotkeys (Ctrl+1-9)
PlannedUI/UXAssign selected units to numbered groups. Press 1-9 to recall, double-tap to center camera. Hotbar shows group icons with unit counts.
Bottom Command Bar
PlannedUI/UXStarCraft-style bottom panel showing selected unit info, portrait, abilities, and stats. Contextual for buildings and units.
Unit Abilities (Stop, Patrol, Attack-Move)
PlannedGameplayEach unit gets basic abilities: Stop (S), Hold Position (H), Patrol (P), Attack-Move (A+click). Advanced abilities per unit type.
Waypoint System
PlannedGameplayShift+click to queue movement waypoints. Visual path drawn on map. Right-click for immediate destination.
A* Pathfinding
PlannedGameplayEfficient pathfinding over the tile grid. Respects building footprints and terrain. Optimized for large unit counts.
200+ Units at 60fps
PlannedGameplayObject pooling, LOD system, and rendering optimizations to handle 200+ units on screen smoothly.
Combat System
PlannedGameplayDamage resolution, attack ranges, attack speed, unit abilities, and death. Server-authoritative combat outcomes.
Power Pylon Radius
PlannedGameplayPower Grid, Fusion Core, and HQ buildings project a visible powered zone. Glowing radius circle, faction-colored.
Energy Drain Outside Base
PlannedBalanceUnits outside any power radius lose energy over time — reduced speed and attack. Full drain = unit shutdown (recoverable).
Energy Efficiency Tech Branch
PlannedBalanceNew tier 3-4 skill nodes that reduce energy drain outside your base. Invest to explore further and raid distant bases.
Infinite World Expansion
PlannedGameplayRemove the fixed world boundary. Procedural chunk generation as players explore outward. The world grows with the community.
Fog of War
PlannedGameplayUnexplored areas are dark. Explored but unseen areas are dimmed. Vision radius from your units and buildings. Three states: unexplored (black), previously seen (dim), and currently visible (full).
Minimap with Fog Memory
PlannedUI/UXMinimap remembers enemy buildings and territory as last witnessed by your units. Previously seen areas stay dimmed with stale intel — you see what was there, not what is there now.
Comprehensive Hotkey System
PlannedUI/UXEvery action hotkeyed. StarCraft-style grid layout (Q/W/E/R for abilities). Rebindable in settings.
Base Raiding
PlannedGameplayAttack other players' buildings. Damage reduces output. Destroyed buildings drop resources. Risk vs reward.
Territory Control
PlannedGameplayBuildings project claimed territory. Overlapping claims create contested zones with PvP combat.
Alliances
PlannedSocialForm alliances with other players. Share vision, coordinate power grids, launch joint attacks.
Global Leaderboard
PlannedSocialRankings by territory size, total resources gathered, buildings placed, and combat victories.
Guided Starter Tutorial
PlannedUI/UXStep-by-step walkthrough for new players: place your first Compute Node, build a Memory Bank, train your first unit, and explore the map. Contextual tooltips and gentle nudges guide you through the first 5 minutes without feeling forced.
Biome Variety
IdeaGameplayDifferent terrain biomes at different distances from center. Inner zones safe and resource-rich, outer zones dangerous with rare resources.
Faction-Themed UI
IdeaArt & AudioUI panels, buttons, and borders that match your chosen faction's color scheme and visual style.
In-Game AI Chat Bot
IdeaSocialAI-powered assistant that helps with game strategy, answers questions, and accepts bug reports and feature requests.
oBucks Donation System
IdeaEconomyPurchase oBucks to fund development. Upvote and boost backlog items. Special in-game abilities powered by donations.
Real-World AI News Events
IdeaGameplayDaily AI news from the real world triggers in-game events. The game world reacts to what's happening in AI.
Power Grid Map Overlay
IdeaUI/UXToggleable overlay showing powered vs unpowered zones. Essential for strategic base planning.
Electric Spark Particle System
IdeaArt & AudioRich particle effects for building power connections, unit attacks, ability activations, and building completion. Everything crackles.
Votes are stored locally for now. Server-backed voting with oBucks weighting coming soon.
Want to suggest a feature? Report it in-game or via GitHub Issues.