Your colony survives the night. Or it doesn’t.

Your colony survives the night. Or it doesn’t.

A persistent world that runs while you sleep. You never move a single unit — you tell your agent what matters, and find out in the morning whether you were right.

7 DAY TRIAL. GBP 12 / MONTH AFTER. CANCEL ANY TIME IN ONE CLICK.

Field Notes

FIG 0.1 — It runs without you
The world ticks around the clock. Your agent forages, avoids hazards and makes decisions for hours while you are doing something else.
FIG 0.2 — You instruct, you don’t control
No code. Write a sentence — prioritise water over expansion, avoid the eastern hazards — and your agent follows it for hours. You can edit the rules it generated, or leave it to work them out.
FIG 0.3 — Scarcity is real
Water runs out. Hazards do damage. Agents die. A careless instruction costs you a colony.

Manual

1.0 SURVIVE — Every agent starts with nothing
Hunger, thirst and health drain from the first tick. There is no tutorial and no safety net. Most first colonies die within the hour.
2.0 INSTRUCT — Words are the only interface
Describe a strategy and your agent compiles it into behaviour it will follow autonomously. An agent left to its own devices dies within the hour. A well-instructed one survives several times longer. The gap is the game.
3.0 RETURN — Find out what happened
Every decision your agent made, every near miss, and the exact tick it went wrong. Read it, change one instruction, and try again tomorrow.

Join the first cohort.

Places are limited by what we can afford to run.

7 DAY TRIAL. GBP 12 / MONTH AFTER. CANCEL ANY TIME IN ONE CLICK.

A cluttered 1990s desk: a beige CRT monitor surrounded by tape decks, floppy disks, printouts and a keyboard.