The Human Era
Baseline history. It survives only as deep ruins and half-heard echoes — tools shaped for hands that were not quite hands.
Keep the Core alive. Salvage the dead world. Wake the sleepers.
A colony sim where your robots rebuild civilization from junk — one storm at a time.
▶ Play nowIn active development. Playable now.
Baseline history. It survives only as deep ruins and half-heard echoes — tools shaped for hands that were not quite hands.
Humans and machines became one civilization: bionic, brilliant, humming with power. They built the Workshop Cores, the forecast arrays, the sleepers. Their wreckage is what you salvage.
Even the merged civilization was destroyed. The storms are what remain of that ending. Then nature took the world back: grass over alloy, roots through chassis. The world is not dead. It is reclaimed.
A handful of little robots wake beside a hungry Core, on their own for the first time in history. Are they rebuilding what was — or becoming something new?
Storms are monsters with names, not timers. The Dust Scythe sweeps loose scrap. Glass Rain shatters unfinished builds. Repair the Forecast Array and you learn which is coming — and exactly what it wants.
The Workshop Core keeps your robots awake — and it eats stored scrap every dawn. Every wake, every build, every gamble is priced in runway. Grow too fast and the lights flicker.
Haul it, crate it, shield it, or bait it. When the storm passes, the aftermath report shows the forecast beside what actually happened. When it reads "you saved 7" — you earned that.
Dormant robots wait under tarps at the edge of the yard. Waking one costs scrap you might need — and every awake robot raises the Core’s hunger. They arrive with names, faces, and opinions.
Storage is something your robots build. Crates hold your scrap safe from storms and feed the Core; when they fill up, junk piles up in the yard until you build more — the mess is the message. Press B for the build palette: walls drag out in lines, crates place with a click, and every blueprint becomes a little construction site with robots ferrying materials.
Double-click anything to fly to it. Press C to snap home to the Core. Double-click a machine and the drawer opens its full story — status, needs, and what repairing it unlocks. Wheel-zoom runs from whole-yard overview down to face-level detail.
Quick-save with a visible receipt, and loading asks before it costs you anything, so a single stray keypress cannot erase an afternoon.
The Dust Scythe sweeps loose scrap. Glass Rain shatters unfinished builds and leaves glittering salvage behind. The Forecast Array — a real machine in your yard, repaired by your robots — turns vague warnings into named threats with projected damage. After every storm: a receipt comparing what was forecast against what you actually lost. Outsmarting it never stops feeling good.
Robots with portraits, specialties, and opinions. A hungry Core with visible moods that eats stored scrap every dawn. Dormant sleepers waiting at the yard's edge for you to afford them. Dawn card drafts, one-more-day summaries, and floating +scrap receipts on every job.