Intro

Automate and Scale

This is a game where you play as an operator remotely controlling transportation and military units. You are the only human on a hostile planet, and your task is to prepare it for humanity’s arrival as quickly as possible.

At the start, controlling a few trucks and turrets is manageable. The problem is scale. Once the number of units grows, manual control stops working, and automation becomes the only viable path forward.

Each unit is equipped with a control computer and a main board. Players can build circuits that read unit states, process signals, and issue commands. For example, in a Radar Command Center, a player can create a circuit that detects airborne targets, rotates nearby turrets toward them, and automatically opens fire.

A Little Context

A little context on where it’s coming from… Back in the day I loved playing Transport Tycoon Deluxe — a classic transport RTS. If you’re not familiar with it, the core idea was building a transport network, mostly with trains, but also planes, ships, and road vehicles.

The game was great, but I always felt something was missing. I wanted the transport network to feel more alive — like a self-balancing organism that automatically adapts supply to real demand.

To make that work, units (and groups of units) would need to dynamically adjust their capacity based on different factors: demand spikes, bottlenecks, congestion, distance, maybe even player-defined priorities. That kind of system would turn transport from micromanagement into something smarter and more organic.