Directional felling
Cut the notch, drive the wedge, and drop the trunk on the line you chose.
The complete world index
This is the honest shape of the world. Browse what you can do, where it leads, and how far along it is. Playable means it is on the live world. Rough means it works but still shows its scaffolding. Planned means it is part of the direction, not the current game.
One material. Every hand that moves it. A place in the world at the end.
Cut the notch, drive the wedge, and drop the trunk on the line you chose.
A fallen tree becomes one real stem that you buck into sawlogs.
Feed sawlogs into the mill. Take dimensional lumber and residuals out.
Load timber and haul it where the work needs to happen.
Raise a house from lumber, furnish it, and find it waiting when you return.
Trees regrow. Clearings around settlements remember that people live there.
Value begins at the source. Better material survives every step that follows.
Read ore signatures before you choose where to swing a pick.
Stake ground and dig real tunnels through the voxel earth.
Shore the roof with timber or watch it come down. The collapse stays.
Smelt ore and refine organics, ceramics, and chemicals at real stations.
Good ore makes a better finished product. The source matters.
More trades, processes, and reasons to seek out another player’s hands.
Your ship is a built thing, not a teleport button. Fit it, fly it, and bring it home.
Shape your own hull in the shipyard. The preview is what launches.
Fit reactors and ship components by hand under real compatibility rules.
Launch where you stand. Fly through twelve kilometres of atmosphere.
Work rock in orbit and haul the material back to the ground economy.
Take a contract, find the named target, and earn your return trip.
Cross between Earth, Alpine, and Aridus under your own power.
The economy needs names, places, shortages, and reasons to trust someone.
Open a shop inside your house. Set the stock and the prices.
Public Works is expensive by design. A player supplier can beat it.
Post an escrowed order. Let a stranger fill it without either side running off.
Exchange exact goods face to face with both sides in control.
Put useful machinery in another player’s hands and get paid.
Sell your time and skill on your own schedule.
Production chains work, with visible prototype edges still showing.
Browse gear, items, vendors, and the bazaar from outside the game.
Bring the right people, read the danger, and decide together what happens to the reward.
Take work from people in town. Kill, collect, explore, craft, and deliver.
Share experience, mentor friends, and vote on how the loot moves.
Face a dungeon boss that telegraphs its slams and punishes missed tells.
Bring someone who can keep the group standing when the fight turns.
Carry proof of the things you did first.
Levels that open new combat moves and crafting recipes.
A complete ladder of danger, mastery, and new work to pursue.
Distance, weather, night, and memory give every other life somewhere real to happen.
Each world is one unbroken stretch of ground, 64 kilometres across.
Storms roll in. Lightning strikes a place. Distant thunder arrives late.
Darkness matters. The moon gives you enough light to keep working.
Forests, grasslands, rock fields, rivers, coasts, and biomes fill the distance.
Shape a body with real morphs instead of choosing from five faces.
The foundation works. The final reach of player construction is still taking shape.
Propose large public works for community review before they enter the world.