Development log

The door opens on Friday

The open alpha starts on Friday, 18 September 2026, at 16:00 UTC. Until then you get in with an invite code. After that the code is gone — no code, no waiting list, no payment details.

There is a countdown on the front page. It isn't decoration: when it reaches zero, registration is open. Both hang on the same clock, and that clock is the server's. Setting your own clock forward gets nobody in early.

What changed in the game

The two weeks before were not only announcement. Four changes affect how you play.

A building can only be in the queue once. One per planet for buildings, one across the account for research. Before, you could line up collector levels 12 through 16 before going to bed and wake up four levels richer. That made the number of queue slots the strongest lever in the whole game — and it rewarded the clock rather than the decision. A queue slot is now worth something only if you put a different building in it, and that one costs its own resources.

The crew academy became two schools. The flight school trains flight crew, the officer school trains officers. Many small ships cost hands, few large ones cost command — so a swarm player and a carrier player now build different things. Both stay tied to your habitat shaft, and now separately. Anyone who already had an academy now has both schools at the same level: nobody loses capacity.

The shop got dearer where it was too strong. Extra build queue slots cost twice as much. Research went from six offers to one, and the free research slot is back to one per planet (two with the shop). The paid slots were a 2.5× multiplier on progress, and that is not what they are for.

You can see what you are short of. Every cost line — buildings, research, shipyard — marks in red exactly which resource doesn't cover it. The shipyard also totals up everything you have queued and marks that as well: twenty scouts at three hundred each is six thousand, and no single card would have shown you that. On top of it, workforce, flight crew and officers now sit in the header next to mass and data — the three bottlenecks that aren't resources used to be two clicks away.

From Friday

No code needed. chaostheory.space

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