Pre-code design showcase
Solar Rush
Sid Meier’s Civilization, but for space colonization — first stakes of land across the solar system.
Interplanetary warfare, strategy, and economy. A top-down campaign with first-person ship moments. Everything still starts on Earth; the classic science victory is only the beginning of the space era.
The science victory does not end the game. It opens the solar system.
Design pillars
Six hooks, one campaign
Locked from the seed. Elegant systems that should teach in the first hour — not a kitchen-sink 4X.
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01
Land-rush
First stakes of land on worlds and moons. The solar system is a claim map: whoever plants the flag first owns the ground.
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02
Logistics
Interplanetary economy: Earth supply, orbital transfer, colony demand. Distance is a resource — and a weapon.
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03
Warfare
Strategy at solar-system scale. Civ-style combat, adapted for space interception, so fleets meet between worlds rather than on the next hex.
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04
Dual perspective
Command from the strategy map. Then ride a settler ship, or take the helm of a battleship, in first person — once those moments unlock.
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05
Solar nav
Seamless top-down travel between planets and moons. One map. No loading screen between Earth and the next claim.
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06
Earth → space era
Everything still starts on Earth. The classic science victory is only the beginning of the space age — not the credits.
Under development
Design status
This site is a showcase for a locked idea, not a game build. No playable client, no three.js app, no storefront.
- Now Name & pitch locked Solar Rush. Isolation from Helion, TerraForge, and Otcn.
- In progress Design expansion Era structure, claim rules, logistics, warfare, dual camera, solar nav — notes only, no implementation.
- Later Browser prototype A three.js slice is the intended first client, after a greenlit scope. Not started.
Soft CTA
Follow design progress
We are writing the systems before we write the client. If you want notes as the design deepens, send a short hello — no list, no ads, no checkout.