CYCLE / PLAY
YOU ADVANCE THE WORLD. Build, scout, launch, and use END CYCLE or RUN 10 when you choose. This is the only progression and save authority.
ACTIVE · PLAYER-OWNED PROGRESSIONThe un-timered space empire
TIME BELONGS TO THE PLAYER.
GAME VERSION ITER 40 · the command deck comes alive
Nothing here runs on a clock. The game moves in cycles, and a cycle passes only when you press End Cycle. Builds take cycles, not minutes. There is no timer anywhere in this game, and there never will be.
Your three collectors — the Scrapworks (Scrap), the Signal Array (Signal), and the Spark Core (Spark) — produce resources every cycle. Spend resources to upgrade structures; each level raises production and visibly grows on the planet. One construction crew: one build at a time. Until you build a Scrapworks or Signal Array, your lander drips +2 of that resource every cycle, so no opening can leave your colony stuck.
Your vaults hold only so much — production past the cap is lost, and you can't bank up for a build that costs more than the vaults can hold. Storage Vaults double your caps each level. Watch for it: the mid-game turns on when you do.
The Shipyard builds hulls — each level raises your fleet cap, batch size, and unlocks heavier ships. The Research Bay runs one project at a time in parallel with construction, and goes five levels deep: a branch's level 4 needs a Bay at level 4. The tree is a long road on purpose — maxing it costs roughly twice what the Beacon's first stage does.
Three rings circle your homeworld: derelict caches (loot, no defense), pirate outposts (defended, better loot), and one BASTION deep in Ring 3. Send a fleet; it returns in a few cycles and resolves on the cycle tick. Combat is honest math — your power (with a small seeded variance you can't re-roll by reloading) against their defense, shown on the report card. Cleared sites respawn as new variants after enough cycles.
Loot rides home in cargo holds, and a fighting fleet's holds are always smaller than the pile it just won — a minimum winning strike carries under a tenth of what a site pays. That's what Haulers are for. Support hulls (Probes and Haulers — anything under 10 power) hang back while the guns settle it, so they take half the fleet's loss fraction: bringing holds is not a tax on your losses. The mission planner tells you exactly how many more Haulers a site's pile needs.
Multiple fleets can launch in the same cycle (up to your Shipyard level), and every extra simultaneous strike stacks a Momentum loot bonus. Build patiently, stage everything, then take the map in one glorious turn.
Overwhelming force is cheap force. A strike that only just clears a site's defense comes home missing half its wing — the SAFE PWR line is the minimum that wins, not the amount you should bring. Double that power and you lose half as many hulls; bring four times and the report card reads Losses: none — overwhelming force. Patience is not just flavour here; it is the cheapest way to take the map.
Win a fight at a defended site and the report card offers a choice. RAZE is what the game has always done — the haul on the card is already banked, and closing the report keeps it. BOARD sends marines inside to seize the site whole: your surviving hulls crew the pods (1 marine per Corvette, 2 per Cruiser, up to 4), and you fight through a 6×6 interior.
The stakes. Seize it and you take +50% of the haul on top of the raze — cargo-capped like everything else, and the report tells you honestly what stayed in the hull — and the site becomes HELD: it pays a tithe every cycle until it respawns. Fail, run out of turns, or withdraw, and you simply keep the raze haul; every marine lost costs one hull of the type that supplied it. Boarding can never end a run.
Always skippable. AUTO-RESOLVE plays the board out with the same math in one click, and a checkbox makes that the default forever. Play by tap or by keyboard — arrow keys move the selected marine (arrow into an enemy to strike), 1–4 or Enter switch marines. The board is seeded from the site and the cycle, so reloading never re-rolls it.
When fleets return, you can watch the fight you already won or lost. Nothing resolves during the show — the result was settled and saved before the first frame drew, so closing the tab mid-Deck costs you the spectacle and nothing else. Each frame speaks in four voices at once: the stage plate, the battle tape (one ledger line carrying the actual numbers — every integer on it comes straight off the report), the roster of countable hulls that grey out on the exact volley the arithmetic says they died, and the Blu witness calling it beside you.
You are the projectionist. CONTINUE steps one frame; PLAY auto-advances at the pace you pick (STEP, SLOW, FAST) and PAUSE stops it; SKIP ALL or Esc jumps to the reports from any frame. Manual step is the default and no frame can hold you. And the Deck never ends on a victory lap: the closing frame names what is still open — a site that will respawn, a boarding you haven't answered, loot your holds or vaults couldn't take. The same tape is folded into every report card, so it survives a skipped show.
The Deck can speak. It doesn't, until you press SOUND — the toggle sits in the command strip's MORE menu and again inside the Deck's settings, and they're the same switch. Until you press it, this game builds no audio at all: not muted, off. Nothing is downloaded either — every note is synthesized by the game while it plays, so there are no music files, no streaming, and nothing to load.
Each beat gets its own short cue: the yard opening, the long crossing, the reveal, each exchange (brighter when your fleet is stronger, with a low knock when hulls go down), the loss, the haul coming home. The closing cue obeys the same law the red text does — when something is still open, it ends on a chord that doesn't come home. You can hear an unfinished story without reading a word of it. And sound follows you, never the other way around: it never slows a frame, and SKIP ALL or Esc cuts it off clean.
The frontier remembers. Break your first pirate outpost and raids begin — reprisals, arriving on cycles, never on a clock, and always telegraphed one cycle ahead so you can prepare. The Aegis Grid () meets every raider wave with its full power, and your docked fleet mans the flak lines at half power — the turtle doctrine made literal: keeping ships home defends the homeworld. A raid resolves as three waves against your per-wave defense; if the grid can stop the biggest wave, the shieldwall holds. If it can't, raiders steal from your vaults and the flak line pays in hulls. Watch it as theater or skip to the honest per-wave math — your choice, always. Research Aegis Doctrine to harden the pylons, put the docked fleet on the line at full power, stretch the warning to two cycles, and get half of any stolen haul back.
The capstone. Restore the colony, break the Ring-3 BASTION, and the summit posts its terms: a 3-stage build — Foundations, The Array, First Light — each one huge, each one visible on the planet. When the lamp burns, the arc is complete and endless mode opens: same colony, same counters, no finish line. No timer did any of it. You did.
After First Light, a newly scouted Bastion signature can become a real ending instead of another loop. Bring every fleet home, assemble one wing whose seeded forecast is an exact win, and make room for the whole raze in both its surviving holds and your projected vaults. The DECISIVE SWEEP button stays held until all five truths agree. Launch it and the ordinary battle resolver still decides the fight; only a clean win closes the frontier. Lose or spill loot and the Bastion stays in its normal respawn loop. Close it cleanly and it is retired permanently: no BOARD offer, no respawn, and the Battle Deck can finally end on a resolved cadence.
You are playing Homeworld ITER 40. Newest first. Earlier entries include campaign and companion milestones.
YOUR COLONY
Build Scrapworks, then the Signal Array and Spark Core. Queue one build and press END CYCLE. Nothing advances until you choose.
Homeworld can be the empire you advance and the world you sit back to watch. The speeds are different; the campaign truth is not.
YOU ADVANCE THE WORLD. Build, scout, launch, and use END CYCLE or RUN 10 when you choose. This is the only progression and save authority.
ACTIVE · PLAYER-OWNED PROGRESSIONBLU AND THE RIVALS TAKE THE SCREEN. Open an already-resolved orbital battle or reveal telegraphed AI pressure. Watch is a receipt, not a hidden clock.
READ-ONLY RECEIPT · NO SECOND SAVEBOUNDARY: Watch / Live never advances this colony, starts a wall clock, invokes a second resolver, or quietly mutates the campaign. It is a show you can sit back and watch — never a second clock.
Each influence has a job. The result is one persistent Homeworld: build the empire, survive the crossing, witness the fight, make landfall, answer pressure, and carry the memory forward.
Your colony, research, and fleets, on a cycle that moves only when you do.
LIVE · CYCLE / PLAYFTL routes, pursuit, urgent messages, and expeditions that may not return.
OPEN FTL RUN LIVE · RETURN PACKET EMITTEDResolved combat becomes a watchable Battle Deck and orbital theater.
OPEN THEATER LIVE · READ-ONLY RECEIPTWatch the landfall defense that follows a lost orbit. The defense lanes are watch-only; playable ground settlement and conquest are still in development.
PREVIEW LANDFALL DEFENSE DEFENSE PREVIEW · GROUND PLAY IN DEVELOPMENTWatch a settled raid play out across three approach lanes and telegraphed waves. Watch-only — you cannot place defenses there yet.
WATCH THE DEFENSE LANES WATCH-ONLY · PLACEMENT HELDFTL runs report what comes home. BluDex, NORMAL VS, and the companion games join the campaign once they can send a real result back.
FTL PACKET EMITTED · DOCK PREVIEW · APPLICATION HELDRETURN LAW: a companion lane joins the campaign only when its result can come home as a real consequence — survivors, losses, captures, resources, threat, or story. The rail is a map, not a second economy.
Your Homeworld is the only playable economy. Ember Relay, the second world, is shown as a plan you can inspect: its tier path, a balance preview, and a three-beat departure → arrival → return route with projected fleet and bank snapshots. It stays locked. Before it opens it still needs a witness playtest, the designer's ruling, and a save-migration review — people decide that, not a timer.
Choose the target you are considering. The brief follows your docked fleet once you own a hull; until then a small sample fleet stands in so a brand-new colony can still read the numbers.
Loading the deterministic battle brief…
The seeded outcome projection mirrors the real resolver exactly for one fleet launching alone — if another fleet is already inbound to the same site, or a Weapons or Hulls project lands before this one returns, the SEEDED OUTCOME cell says so in its own words. The launch gate and report handoff explain the next explicit action without launching it, consuming a resource, advancing a cycle, or unlocking Ember Relay.
The ship can be boarded, the colony can grow, and every rung has a name. These are the next systems to deepen — not hidden promises, but a readable build map.
RAZE → BOARD → SEIZE. A cracked hull can become a held outpost. The 6×6 interior, telegraphed defenders, marines, traps, and auto-resolve are all playable today.
LIVE · a watchable boarding view and tier balance are nextPropulsion · Hulls · Weapons · Salvage · Aegis. The Bay is the ladder: deeper tiers change range, holds, combat, recovery, and warning doctrine without wall-clock pressure.
LIVE · tier balance is nextHOMEWORLD → EMBER RELAY. First Light opens the way to a second world. It becomes playable once a human playtest and a ruling on its own economy and fleet say it is ready.
PLANNED · the second economy is held until it is readyThe OGame universe is a useful comparison on the screen; Homeworld keeps the lesson and removes the timer. Every expansion remains player-owned, cycle-based, and inspectable.
Homeworld is not several clones placed beside each other. Each influence supplies one feeling in the same campaign: build the empire, survive the crossing, witness the battle, and live with what reaches the ground.
Resources, lifeforms, buildings, research, shipyard, defenses, fleet, galaxy, and combat reports are the base body. Cycle / Play is the no-wait route; optional Watch / Live keeps a time-coded AI show for anyone who wants to sit back and watch.
Escape the planet, carry an urgent message while pursued, or explore unknown space. Route choices change arrival conditions, and some expeditions do not come home.
The browser theater turns an already-resolved Homeworld mission into a watchable 3D event. Starfall supplies technical lessons and a separate RTS lab; it is not a rebrand or a second campaign truth.
Advance Wars and Metal Marines make the ground readable: probe first, read the map, build a base, then settle or conquer. Orbit is not the ending; the planet has to live with it.
Tower defense, horde survival, and AI readiness make the fortress answer back. A future lane may let you defend the planet yourself, with the consequences coming home to the campaign.
Build a strong world, watch it move, feel it threatened, make the decisive plan, and see survivors, losses, captures, and stories return home. Companion roguelites, NORMAL VS, and the BluDex deck-builder prototype stay distinct until they earn a campaign job.
The current bridge is Ship Blueprint → Mission Packet → Resolver → Combat Tape → Theater → Return Packet → Cycle Dock. Exact shot-level tape and authored hero silhouettes are next; the aggregate watch record is labeled honestly until that resolver detail exists. The session-only Dock can stage a packet for a future player-owned cycle, but campaign application remains held. Read the public design story, open the Orbital Combat Theater lab, or read the Games That Made Me shelf.
SHIP LOCKER / DOCK
Inspect the real home fleet before composing a mission. This is a stationary readout: opening it does not launch, spend, or advance a cycle.
Your saved colony in this browser will be wiped and a new silent world will begin. This cannot be undone.
BATTLE DECK
BATTLE TAPE — every number the frames are showing
Arrow keys move the selected marine — arrow into an enemy to strike. 1–4 or Enter switches marines. Tap works too.
The switch closes. Somewhere below, a vault hums a note it hasn't held in living memory — and the summit answers. Light climbs the spine, floods the array, and goes up: one clean beam thrown past all three rings, out where the wrecks drift and the pirates ran.
A world came back from silence — cycle by cycle, on your own time. Nothing rushed you. Nothing gated you. Nothing rotted while you were away.
No timer did this. You did.
ENDLESS MODE UNLOCKED — the frontier keeps respawning, the counters keep counting, and the Beacon stays lit. Think of it as New Game Plus without the New Game: same colony, taller sky.
Your colony lives in this browser. To carry it elsewhere, EXPORT the code below and copy it — then IMPORT it on any other device. Plain text, yours to keep.