At the core of the world of Genesis of Ages lies a unique game map created based on real geographical data. We use the Mercator projection, where the Earth’s surface is represented as a square divided into tiles of 256×256 plots, totaling 65,536 plots.
Each plot corresponds to a real location on our planet. The analysis of biome pixels obtained from satellite images allows for the division of plots into 6 main types: Sea, Forest, Coast, Desert, Shrubland, Ice. Each biome has its own advantages and disadvantages, affecting the development strategy and gameplay.
Biome Name | Advantages | Disadvantages |
---|---|---|
Water | Vast source of Seaweed (Bio Polymers), Fish, Quartz | Cannot be played as a standalone plot, can only supplement a land plot |
Forest | Wood bonus | Penalty to construction speed |
Desert | Solar energy bonus | Water penalty |
Coast | Fishing bonus | Hunting penalty |
Shrubland | Hunting bonus | Fishing penalty |
Snow | Water bonus | Wood penalty |
Choosing a biome for the development of your civilization is a strategic decision that requires considering all the advantages and disadvantages of each type of territory. It is important to note that players are not limited to a single plot. In Genesis of Ages, you can develop multiple plots simultaneously, gaining access to various resources and strategic benefits. Upon reaching a certain level of development, you will be able to create a unified resource storage, combining the potential of your domains and achieving additional synergy for the growth and prosperity of your civilization.
Genesis of Ages offers a realistic approach to resource extraction, closely connected to real geography and natural conditions. At the dawn of civilization, in the era of primitive technologies, your primary resources are the gifts of nature: Herbs, Leaves, Wood, Animals, Fish.
The speed of resource extraction depends on several factors:
Resource availability on the plot: obviously, on a forest-covered plot, wood extraction will be faster than on a plot located in the desert.
Biome of the plot: each biome has its own bonuses and penalties for the extraction of certain resources. For example, in forests, wood extraction will occur at an increased speed, while in snowy areas, it will be slower.
Minimum extraction level: to balance the game and simplify gameplay, a minimum extraction level for all resources is introduced. This means that even on plots covered with snow or sand, it is possible to extract wood, albeit at a very low speed.
Thus, Genesis of Ages offers a relatively realistic and balanced resource extraction system, where geography and natural conditions of the real world play an important role, but players still have the opportunity to develop even in the most unfavorable conditions.
Genesis of Ages takes players to a world that has experienced a mysterious catastrophe. Hundreds of years ago, humanity disappeared from the face of the Earth, leaving only the ruins of a once great civilization in its wake. You will need to explore these ruins, restore lost knowledge, and rebuild humanity from the ashes.
Your journey begins from scratch. Each land plot in the game, corresponding to a real location on our planet, is at level 1 of development, symbolizing oblivion and decline. There are a total of 10 levels of development, and advancing through these levels will require mastering numerous technologies.
Artifacts of the ancient world are the key to restoring civilization. By exploring the ruins, you will find artifacts that hold the knowledge of the past. Each discovered artifact is a step towards unraveling the mysteries of the vanished civilization and an opportunity to gain access to new technologies.
Each plot of land in the game holds traces of the past. Ruined cities, abandoned factories, and partially destroyed monuments are all evidence of former greatness and sources of valuable knowledge. The higher the level of development of a plot, the more traces of the bygone civilization it allows to find, making it more complex and interesting to explore.
Household Items: fragments of tools, weapons, jewelry, revealing the secrets of ancestral craftsmanship.
Technical Devices: remnants of machines, instruments, electronics, giving insights into past technologies.
Documents and Records: surviving books, blueprints, maps, containing valuable information about the history, science, and culture of the vanished civilization.
Sold: obtaining other resources or in-game currency in exchange.
Traded: find other players interested in a specific artifact and make a mutually beneficial deal.
Studied: invest resources in studying the artifact to gain access to new technologies and knowledge.
The population size exploring the territory: the more of your residents engaged in exploration, the higher the chance of finding an artifact.
The population density in the past: we use 2010 population data (from the geonames.org database), summing up all inhabitants of settlements located on the plot. The higher the past population density, the greater the likelihood of finding an artifact.
Plots that hosted large cities in the past hold high value as artifacts are found more frequently on them. Such plots are relatively few, making them more attractive to players seeking rapid development.
Plots with lower past population densities will provide artifacts less frequently. This is a more economical development option, accessible to a broader range of players. It is important to note that, for game balance and simplified gameplay, a minimum artifact extraction rate has been implemented on all plots. This ensures that even in areas where artifacts are rare, players can still progress through the tech tree, albeit more slowly.
Genesis of Ages offers a fascinating journey into the past, where exploring ruins and finding artifacts become key to restoring the former glory of civilization.
As your civilization develops, you will require minerals in addition to basic resources. They are necessary for creating more complex tools, weapons, building materials, and developing new technologies.
Currently, Genesis of Ages includes the following minerals:
A portion of the tiles (30 units) on the game map is reserved for clan battle zones. These tiles cannot be acquired by players and do not participate in the minting system. These tiles feature 30 unique locations of special interest to clans.
Every week, clans compete for control of these locations for 24 hours. The clan that gains the most influence over the 24-hour period wins control of the location and can enjoy its unique bonus for the next six days. For more details about the locations, capture mechanics, and bonuses, refer to the “Clan Mechanics” section.
The remaining tiles of the planet represent six main biomes:
Resource
|
Required Building
|
Extraction Amount Depends On
|
---|---|---|
Stone
|
-
|
Photo of the land plot
|
Wood
|
-
|
Photo of the land plot
|
Clay
|
-
|
Photo of the land plot
|
Animals
|
-
|
Photo of the land plot
|
Fish
|
-
|
Photo of the land plot
|
Herbs
|
-
|
Photo of the land plot
|
Quartz
|
Primitive mine
|
Photo of the land plot
|
Algae
|
-
|
Photo of the land plot
|
Iron ore
|
Primitive mine
|
Iron ore deposit
|
Lime
|
Mine
|
Limestone deposit
|
Copper ore
|
Mine
|
Copper ore deposit
|
Platinum
|
Mine
|
Platinum deposit
|
Silver
|
Mine
|
Silver ore deposit
|
Tungsten
|
Mine
|
Tungsten deposit
|
Aluminum
|
Mine
|
Aluminum deposit
|
Gold
|
Mine
|
Gold deposits
|
Titanium
|
Modern mine
|
Titanium deposit
|
Rare earth metals
|
Modern mine
|
Rare earth metals deposit
|
Uranium
|
Modern mine
|
Uranium deposit
|
Each plot has its strengths and weaknesses in terms of resource extraction. The extraction rate depends on the plot’s attributes, but to maintain balance, the game provides a minimum extraction rate for each resource, available on any plot. The presence of deposits, biome bonuses, or artifacts can significantly increase the extraction rate beyond this minimum.
As the territory develops, new technologies and buildings are unlocked, allowing the population to be engaged in producing an increasingly diverse array of resources. It is important to remember that the growing population requires an increasing amount of basic resources (food, water). Only by meeting these basic needs can you achieve stable population growth and further development of the plot.
Artifacts are another key element of the gameplay related to technological development. According to the game’s lore, humanity returned to Earth centuries after their disappearance, finding the planet in a state of decline. To recover lost knowledge, it is necessary to find and study ancient artifacts left by the previous civilization.
To progress through the technology tree, you must find the corresponding artifact. Once an artifact is found, part of the population can be directed to study it. The study rate directly depends on the number of residents involved. As a result of studying, the player gains new technology, unlocking new possibilities and advantages.
Artifacts can be minted as individual NFTs and sold or bought on Getgems, as well as traded with other players.
The development of your plot occurs in stages, through several levels. Each level unlocks access to a new set of buildings, representing more complex and efficient ways of resource extraction, production, and management.
Erecting each building requires meeting certain conditions:
It is important to note that some buildings intended for producing more complex components and resources require a constant supply of certain resources as raw materials and workforce allocation in addition to the one-time construction cost.
For example, to operate a glass factory, which allows the production of the resource “Glass,” you need to ensure a steady extraction and supply of the resource “Quartz” and a certain number of workers. Without enough quartz, the glass factory cannot operate at full capacity, just as with a small number of workers, affecting the volumes of glass production.
The choice of buildings and the order of their construction play a key role in developing your plot. It is important to find a balance between meeting the basic needs of the population (food, water), advancing technologies, and creating production infrastructure that allows you to effectively use available resources and achieve your goals. When planning development, you must consider not only the construction costs of buildings but also the need for raw materials to operate them.
Genesis of Ages offers a dynamic trading system providing players with numerous ways to interact and gain advantages:
Players can contribute TON directly into the game to purchase various bonuses and advantages such as:
Attack Shield: 8-hour shields are available for free to all players to protect their plots. However, to be able to stay out of the game for longer periods, you can buy shields (24, 72, and 168 hours) in the shop for TON, to get a longer period of protection and peacefully develop your plot.
In-game currency: additional in-game currency resources to accelerate development or purchase necessary items on the market.
Other bonuses: additional game bonuses may be introduced in the future, available for TON.
Starting from the third level of land development, players gain access to the in-game market where resources and items can be traded.
Market Currency: in-game currency or in-game TON.
TON Withdrawals: in-game TON can be withdrawn to your wallet upon reaching an amount of 10 TON.
Transaction Fees: a commission is charged for selling on the market, which can be reduced by researching certain technologies.
Players can sell artifacts found on their plots or earned as rewards for participating in game events.
NFT Minting: Artifacts are transformed into NFTs, confirming their uniqueness and value.
Getgems: a platform for selling NFTs, allowing players to profit from their discoveries and achievements.
The trading system in Genesis of Ages creates a dynamic economy where players can interact with each other, compete, cooperate, and profit from their actions. The variety of trading options allows each player to choose the most suitable way to develop and interact with the game world.
Genesis of Ages offers a rich selection of five types of troops and fifty different units:
Each type of troop has its advantages and disadvantages relative to other types, making the choice of army composition an important strategic decision.
Upgrading production buildings to a new level allows for the improvement of the corresponding type of troops. For example, upgrading an archery range to an arsenal allows archers to be replaced with musketeers.
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Tribal Warrior | Warrior Camp |
Scouting & Support | Pathfinder Scout | Pathfinder Lodge |
Siege Weapons | Catapult | Siege Workshop |
Cavalry & Assault | Mounted Rider | Stables |
Logistics & Infrastructure | Shaman Healer | Shaman Sanctum |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Guardsman | Guard Tower |
Scouting & Support | Barbarian Archer | Archery Range |
Siege Weapons | Siege Engineer | Siege Workshop |
Cavalry & Assault | Mounted Knight | Knight's Castle |
Logistics & Infrastructure | Caravan Master | Trading Post |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | City Guardsman | Barracks |
Scouting & Support | Archer | Archery Range |
Siege Weapons | Siege Engine | Siege Workshop |
Cavalry & Assault | Heavy Cavalry | Cavalry Stables |
Logistics & Infrastructure | Blacksmith | Blacksmith's Forge |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Line Infantry | Gunpowder Mill |
Scouting & Support | Musketeer | Armoury |
Siege Weapons | Artilleryman | Artillery Foundry |
Cavalry & Assault | Dragoon | Dragoon Barracks |
Logistics & Infrastructure | Mechanic | Mechanical Workshop |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Rifleman | Infantry Barracks |
Scouting & Support | Scout | Training Grounds |
Siege Weapons | Armored Train | Armored Train Plant |
Cavalry & Assault | Armored Car | Armored Car Workshop |
Logistics & Infrastructure | Biplane | Aircraft Workshop |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Cyber-Infantry | Cybernetics Center |
Scouting & Support | Recon Drone | Drone Lab |
Siege Weapons | Missile Launcher | Missile Silo |
Cavalry & Assault | Modern Tank | Tank Plant |
Logistics & Infrastructure | Special Forces | Special Operations Center |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Combat Robot | Robotics Factory |
Scouting & Support | Quantum Archer | Quantum Workshop |
Siege Weapons | Hybrid Weapon | Technology Center |
Cavalry & Assault | Biomechanical Soldier | Bioengineering Lab |
Logistics & Infrastructure | Bioengineer | Genetic Center |
Unit Class | Unit | Production Building |
---|---|---|
Infantry | Astro-Infantryman | Landing Module |
Scouting & Support | Scout Droid | Space Recon Center |
Siege Weapons | Interplanetary Battleship | Star Shipyard |
Cavalry & Assault | Ion Ranger | Ion Station |
Logistics & Infrastructure | Space Engineer | Zero-Gravity Station |
Location | Bonus | Description | Tiles |
---|---|---|---|
Silicon Valley, USA | Resource extraction +5% | Amidst the ruins of the world's old tech hub, where cutting-edge technologies once emerged, clans can extract rare knowledge and tools to develop their productions and enhance their technological base, contributing to economic power growth. | 25386 |
Wall Street, New York, USA | Improvement and construction cost -10% | The remains of a global financial center, where immense cash flows and economic power were once concentrated. Controlling this place enables the recovery and rethinking of old economic documents and approaches, providing the clan with a significant trading and financial advantage. | 24652 |
Silicon Gully, Bangalore, India | Resource extraction +5% | These ruins were once a center of innovation and development in India. Possessing this knowledge allows the clan to actively develop internal infrastructure and technologies, fostering economic growth. | 30392 |
Oil Fields, Saudi Arabia | Resource extraction +10% | Despite the global depletion of oil resources, the old oil fields in Saudi Arabia represent a treasure trove of knowledge and technologies for resource extraction. Control over this territory gives the clan access to advanced technologies and equipment, which can be adapted for extracting other types of fuel or minerals, significantly improving the clan's economic base and production capabilities. | 28321 |
Singapore Ports | Resource extraction +10% | In the past, one of the largest trade hubs, nowadays the ruins of these ports have a strategically important location and remnants of ancient trade networks, which can restore and strengthen the economic position of the clan. | 32714 |
Katanga Mines, DRC | Resource extraction +5% | Huge deposits of valuable metals and minerals promise strong economic bonuses for the clan that can control and extract them, providing necessary resources for all types of production. | 34707 |
Chuquicamata Copper Mines, Chile | Resource extraction +10% | Managing the ruins of the world’s largest copper mines ensures a rare and sought-after resource that can be used for trade and infrastructure development. | 36944 |
Kimberley Diamond Mines, South Africa | Resource extraction +15% | Control over these deposits provides access to valuable diamonds and other precious stones, boosting the clan's economic power and influence. | 38290 |
Shanghai, China | Improvement and construction cost -10% | The ruined metropolis was once the heart of international trade and economy. Restoring its ports and trade routes can give a powerful economic boost. | 26839 |
Frankfurt, Germany | Improvement and construction cost -10% | The remains of a European economic and financial center contain knowledge and resources that can be used to strengthen the clan’s financial position and economic dominance. | 22151 |
Pentagon, Virginia, USA | Attack bonus +15% | The remains of the ancient US military command center. Owning this site allows the clan to access military strategies and tactics preserved in the destroyed archives, significantly strengthening defensive and offensive capabilities. | 24906 |
Guantanamo Naval Base, Cuba | Defense bonus +5% | The ruins of the base recall a strategic location that ensures control over Caribbean routes and military superiority in the region, enhancing the clan’s naval power. | 29003 |
Nanziamen, Taiwan | Attack bonus +5% | Control over this place provides a strategic advantage over the waters of an important economic region, as well as access to defense production technologies and detection means. | 28630 |
Underground Base in Geneva, Switzerland | Attack bonus +5% | Secret underground storage and bunkers provide a safe place for storing weaponry and training special forces, enhancing special operations capabilities. | 23173 |
Diego Garcia, British Indian Ocean Territory | Defense bonus +5% | A military enclave that gives control over the Indian Ocean, ensuring the safety of maritime routes and enhancing the clan’s logistical power. | 34228 |
Suez Canal, Egypt | Troop transport capacity +30% | Controlling this strategic point means holding the key to maritime routes between Europe and Asia, which is critically important for warfare and transport security. | 27031 |
Northern Fleet, Russia | Troop transport capacity +30% | The bases of the Northern Fleet, harboring extinct parts of the submarine and surface fleet, can be restored and used to bolster the clan’s naval capabilities in the Arctic. | 15000 |
Ramstein Base, Germany | Attack bonus +5% | The ruins of the European air force hub strengthen the clan’s aerial superiority and provide a central location for coordinating military operations in Europe. | 22406 |
Underwater Base in Baia, Italy | Defense bonus +5% | An abandoned underwater structure offers unique opportunities for housing a submarine fleet and conducting covert operations inaccessible from the surface. | 24715 |
Strategic Port of Shanghai, China | Troop transport capacity +30% | Once one of the largest global trade ports, it now serves as a powerful naval base, boosting the clan’s influence in East Asia and ensuring control over important trade routes. | 26840 |
CERN, Switzerland | Artifact drop rate +20% | The remains of a high-tech research center where elementary particles were once studied. Control over this place gives the clan access to advanced scientific developments and equipment, which can significantly advance technological research. | 23173 |
NASA Kennedy Space Center, Florida, USA | Artifact research speed +20% | Capturing the space launch base allows the clan to explore space technology and restore knowledge about space, promoting the development of new technological solutions. | 27207 |
Tokamak, Italy | Artifact research speed +20% | These controlled thermonuclear fusion installations in ruins can offer knowledge and technologies for developing new energy sources, key to scientific breakthroughs in energy. | 23431 |
University of Tokyo, Japan | Artifact drop rate +10% | A gathering of scholars and a source of scientific knowledge, this university is a cradle for high-tech innovations, promoting growth in medicine, robotics, and other key industries. | 25828 |
Cambridge, United Kingdom | Artifact research speed +20% | The ruins of this ancient university city hold a rich history of scientific achievements and educational methods that have had a significant impact on global science. Restoring and studying the educational materials and scientific works of Cambridge can provide a powerful impetus for new discoveries in various fields, from mathematics and physics to biology and medicine, boosting the clan’s scientific potential and innovative capabilities. | 21633 |
Max Planck Research Institute, Germany | Artifact drop rate +10% | Control over this institute provides access to resources and research in fundamental physics and biology, significantly accelerating scientific research and development. | 21642 |
Skolkovo, Russia | Artifact research speed +20% | A modernized science and technology park that gathers cutting-edge ideas and technologies, promoting innovation and development in various technological fields. | 20635 |
University of Cape Town, South Africa | Artifact drop rate +20% | A leading African research center with strengths in social, biological, and physical sciences, expanding knowledge on local ecosystems and global challenges. | 39310 |
Massachusetts Institute of Technology, USA | Artifact drop rate +10% | With its famous archives and laboratories, MIT has become the cradle of numerous technical and scientific innovations, opening new opportunities in technology development. | 24142 |
Research Center in Hyderabad, India | Artifact drop rate +20% | A site with a developed pharmaceutical and biotechnology industry that provides access to advanced methods in medicine and biotechnology, critical for maintaining health and developing new drugs. | 29624 |
Plot Level
|
||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Land Level
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Cost of NFT Minting
|
0.2 TON
|
0.5 TON
|
1.2 TON
|
2.5 TON
|
5 TON
|
6.5 TON
|
8 TON
|
10 TON
|
12 TON
|
15 TON
|
Artifact | Knowledge | Technology |
---|---|---|
1st Stage Initial Settlement | ||
Stone Axes | Stone Processing | Toolmaking |
Embers of Ancient Fire | Fire Usage | Fire Management and Maintenance |
Remnants of Ancient Shelters | Construction Methods | Shelter Creation |
Primitive Plows | Basics of Agriculture | Plows and Harrows |
Simple Water Collectors | Water Collection and Storage | Water Collection Systems |
Samples of Ancient Clothing | Clothing Production | Sewing and Textile Manufacturing |
Medicinal Recipes | Healing Properties of Plants | Traditional Medicine |
Ancient Writing | Communication System Development | Writing and Symbolism |
Hunting Weapons and Gear | Hunting Methods | Hunting Tools and Gear |
Tribal Symbols | Organization of Social Life | Social Structure |
2nd Stage Fortification and Expansion | ||
Remnants of First Settlements | Planning and Construction | Village Building |
Metal Tools | Metallurgy | Metal Tool Production |
Ancient Irrigation Systems | Water Resource Management | Irrigation System Construction |
Leather Straps and Bridles | Domestic Animal Husbandry | Breeding of Domestic Animals |
Ancient Barns | Food Storage Methods | Barn and Pantry Construction |
Fragments of Pottery | Pottery Craft | Ceramics Production |
Parts of Ancient Fortifications | Defense Strategies | Fortification Construction |
Old Settlement Plans | Basics of Writing | Development of Written Language |
Remains of Simple Roads and Bridges | Road Construction Methods | Road and Bridge Building |
Ancient Wells | Water Supply | Well and Borehole Construction |
3rd Stage Development of Crafts and Trade | ||
Plans of Fortified Cities | Urban Planning | City Construction |
Ancient Alloyed Tools | Advanced Metallurgy | Complex Metal Tool Production |
Schemes of Large Irrigation Systems | Irrigation Development | Creation of Large-Scale Irrigation Systems |
Breeds of Various Domestic Animals | Genetics and Breeding | Livestock Development |
Long-term Food Storage Strategies | Preservation and Storage | Production of Preserved Foods |
Remains of Old Workshops | Craft Techniques | Development of Craft Workshops |
Parts of Fortress Walls | Engineering | Construction of Defensive Structures |
Ancient Manuscripts | Advanced Writing | Development of Educational Programs |
Ancient Road Maps | Road Planner | Improved Road Construction |
Ancient Well Shafts | Water Resource Geology | Modern Water Extraction Methods |
4th Stage Industrial Development | ||
Parts of Old Steam Machines | Thermodynamics | Steam Engines |
Remains of First Railways | Railway Engineering | Railroad Construction |
Ancient Telegraph Apparatus | Electricity and Communication | Telegraph |
Plans of Old Industrial Areas | Urban Development | City Infrastructure Development |
Fragments of Old Factories | Production Management | Factory Production |
Old Mining Tools | Geology and Engineering | Improved Mining Methods |
Ancient Bonds and Securities | Financial Analysis | Banking System and Lending |
Samples of Steel Beams | Metallurgy and Engineering | Steel Construction |
Ancient Educational Materials | Pedagogy and Knowledge Management | Educational Institutions |
Schemes of Old Water Pipelines | Hydraulic Engineering | Water Supply and Sewerage Systems |
5th Stage Electrical Era | ||
Blueprints of First Generators | Electrodynamics | Electric Generation and Distribution |
Prototypes of Incandescent Lamps | Optics and Electrical Engineering | Electric Lighting |
First Telephones | Communication and Signals | Telephone |
Retro Radios | Radio Waves and Electromagnetism | Radio |
Blueprints of First Trams | Electromechanics | Electric Transport |
First Refrigerator Prototypes | Thermodynamics, Culinary Arts | Refrigeration Equipment |
Ancient Film Projectors | Optics and Images | Cinema |
Plans of First Elevators and Escalators | Mechanics and Automation | Elevators and Escalators |
Primitive Boards and Schematics | Electronics | Electronics Production |
ENIAC Palm Computer | Computing Systems | First Computers |
6th Stage Information Technology Era | ||
First Personal Computers | Computer Science | Personal Computers |
Servers and Networking Equipment | Network Technologies | Internet |
Prototypes of First Mobile Phones | Mobile Communication | Mobile Phones and Smartphones |
Navigation Satellite Systems | Satellite Technologies | Satellite Navigation (GPS) |
Educational Platforms | Educational Technologies | Online Education and Remote Work |
Electronic Trading Platforms | Online Trading Technologies | E-commerce |
Artificial Intelligence Systems | Artificial Intelligence | Artificial Intelligence and Machine Learning |
Social Networking Platforms | Communication Technologies | Social Networks |
Data Centers | Cloud Computing | Cloud Technologies |
Distributed Ledger Systems | Cryptography | Blockchain and Cryptocurrencies |
7th Stage Dawn of Space Exploration | ||
Earth Satellite Models | Satellite Technology | Satellites for Earth Research |
ISS Projects | Space Architecture | International Space Station |
Space Telescopes | Astronomy and Optics | Telescopes and Space Observatories |
Mars Rovers and Other Devices | Robotics and Space Engineering | Unmanned Exploration Vehicles |
Carrier Rocket Designs | Rocket Engineering | Carrier Rockets |
Recycling Systems | Life Support Systems | Life Support Systems in Space |
Meteorite Samples | Meteorology and Geology | Extraterrestrial Material Research |
Space Tourism Concepts | Space Economy | Space Tourism |
Innovative Alloys | Materials Science | Development of New Alloys and Materials |
Advanced Solar Panels | Alternative Energy | High-Efficiency Solar Panels |
8th Stage Outposts and Space Stations | ||
Lunar Base Blueprints | Lunar Architecture | Permanent Bases on the Moon |
Advanced Mars Rovers | Planetary Robotics | Scientific Research Rovers |
Resource Extraction Technologies | Extraterrestrial Mining Industry | Systems for Resource Extraction on Other Planets |
Terraforming Plans | Environmental Engineering | Terraforming Base Areas on Mars |
Airlock and Dome Systems | Space Construction | Airlock Systems and Protective Domes |
Return Rockets | Space Logistics | Return Missions from Other Planets |
Space Energy Stations | Space Energy Technology | Energy Stations Based on Solar and Nuclear Power |
Autonomous Agro Complexes | Space Agriculture | Autonomous Agricultural Systems |
GMO for Space | Space Biotechnology | Genetically Modified Organisms for Space Life |
Medical Equipment for Space | Space Medicine | Space Medicine and Bioreactors |
9th Stage Interplanetary Flights | ||
Structural Elements of the Interplanetary Ship | Space Shipbuilding | Interplanetary Transport Ships |
Hyperdrive Prototypes | Advanced Propulsion Technology | Hyperdrives or Ion Engines |
Cryogenic Capsules | Cryogenic Technologies | Cryosleep Systems for Long-Distance Flights |
Autonomous Life Support Systems | Space Systems Engineering | Advanced Autonomous Life Support Systems |
Robotic Construction Units | Robotics | Robotic Systems for Construction and Repair |
Radiation Shields | Materials Science and Physics | Protection Against Space Radiation and Micrometeoroids |
Satellite Relay Systems | Space Communication | Interplanetary Internet and Communication |
Automated Scientific Modules | Space Science | Automated Research Laboratories Onboard |
Navigation Systems | Space Navigation | Precise Maps and Navigation for Interplanetary Flights |
Adaptive Control Systems | Intelligent Programming | Adaptive Ship Control Systems |
10th Stage Colonization of New Worlds | ||
Automated Mining Robots | Robotics and Mining Industry | Automated Mining and Resource Processing on New Planets |
Rapid Terraforming Systems | Planetary Engineering | Rapid Terraforming Systems |
Construction Materials for Domes | Construction Technologies | Construction of Domes and Protective Environments from Alien Atmospheres |
Genetic Modifications | Biotechnologies | Genetic Engineering for Human Adaptation to New Conditions |
Interstellar Ship Projects | Space Engineering | Development of Interstellar Ships |
Automated Factories | Industrial Automation | Automated Factories for Self-Reproducing Equipment |
Biosphere Complexes | Environmental Sciences | Sustainable Ecosystems and Biospheres |
Space Research Centers | Space Research | Large-Scale Space Research Programs |
AI Management Systems | Artificial Intelligence | AI for Colony Management |
New-Type Educational Platforms | Education and Cultural Studies | Advanced Forms of Education and Cultural Exchange |
Our team has currently developed the main mechanics and concepts of the game in detail, however, we understand that achieving the highest quality of the project and maximum user satisfaction may require minor changes and adjustments. We aim to create not just another hype game, but a unique and thrilling gaming adventure that intertwines classic mechanics of strategy games with web3 mechanics, which will delight players at every stage of development.
Despite possible minor changes in the RoadMap, we will do our best to adhere to the following schedule so you can track progress and stay informed about all stages of development:
Q1 – 2024
Q2 – 2024
Q3 – 2024
Q4 – 2024
Q1 – 2025
Q2 – 2025
This plan envisions that certain steps may be reviewed and adjusted during the development process to ensure the best quality and user experience
We are an indie studio primarily formed by employees from the web studio WEBRF. Our team has extensive experience in developing websites, applications, and mobile games. In each of our projects, we strive to embody the best ideas and use the most modern technologies.
When creating this crypto strategy, we were inspired by individual mechanics from well-known games such as Civilization III, IV, V, Vikings: War of Clans, Age of Empires, and some other classic RTS strategies. We meticulously studied and selected the best elements of these games to create a unique and captivating gaming adventure for our users.
The core of the team is composed of WEBRF employees, experienced developers, and designers from Saint Petersburg. For this project, we also engaged several talented freelance game artists who help us bring our visual concept to the highest level.
Every member of our team is fully dedicated, and we are confident that through our joint efforts, we can create a product that will appeal to both newcomers and experienced gamers. We strive to ensure that every decision we make and every detail of the game provides maximum enjoyment and captivation.
Posokhov Andrey — Project Founder, Creator of WEBRF Web Development Studio, Blockchain Developer.
Levandovskaya Alexandria — UX/UI Designer at WEBRF.
Posokhov Georgiy — Backend Developer.
Savitsky Roman — Marketer.
Komissarova Anastasia — Community Manager for the Russian Audience.
Shopovalov Andrey — Unity Developer.