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Cosmos Builder

  • strategy
  • idle
  • space
  • city-builder
  • sci-fi
  • pixel-art
  • multiplayer
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. kenajay rhode built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cosmos Builder yet. Play it, then tell kenajay rhode what you would add next.

Make your own game

Cosmos Builder was built by kenajay rhode with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Cosmos Builder opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Cosmos Builder

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable browser strategy/idle space-colony prototype titled "Cosmos Builder" (the in-game branding may read "BATTLE OF THE COSMOS prototype"). The game is a single-player progression slice with optional WebSocket multiplayer. Use a dark holographic sci-fi interface over a low-resolution pixel-art starfield. The main canvas should show a large colored planet centered slightly below the middle, with a thin neon elliptical ring and small glowing square building modules orbiting around it. Keep the camera essentially flat/2D, with crisp pixelated rendering and a deep navy/black background dotted with stars. Planet appearance changes by chosen type: Volcanic is orange/red, Ocean blue, Terra green, Ice pale cyan, and Desert sandy orange; each has pixel-noise terrain/details and a colored ring.

On first load, show a centered translucent modal titled "Choose Your Starting Planet" with five selectable cards, also selectable with keyboard keys 1–5: Volcanic (+25% minerals, -10% max shields), Ocean (+25% energy, +5% shield regeneration), Terra (balanced, +10% all income), Ice (+15% max shields, +10% structure HP), and Desert (+25% credits, -10% defense). After selection, initialize the player with 200 credits, 120 minerals, 80 energy, 0 crystals, 0 tech fragments; 1 Command Center, 1 Resource Extractor, and 1 Energy Core; full base planet HP of 1000 and shields of 500. Hide the modal and begin the resource loop.

Build the UI as fixed translucent panels around the central planet: a top bar with the game brand, a resource pill displaying Credits, Minerals, Energy, Crystals, and Tech, and an alert/status pill. The left panel contains COMMAND context, BUILD, TECH, MULTIPLAYER, and ACTIONS sections. The right panel contains PLANET health/shield stats, BUILDINGS levels, and a GALAXY (ROOM) section. At the bottom, show a tip such as "Build income → research tech → survive raids. Press R to raid, P for screenshot." Use a compact pixel/arcade monospace style, cyan-blue borders and text, with magenta/pink accents for danger and raid UI.

Implement passive income ticking every second (smoothly per frame in practice). The starter Resource Extractor produces 2 minerals/sec and the Energy Core produces 2 energy/sec. Let the player upgrade these additional building types from buttons: Mining Facility (+1.4 minerals/sec per level), Credit Bank (+2.0 credits/sec per level), Research Lab (+0.12 tech/sec per level and a tiny crystal income), Shield Generator (+120 max shields and +1.5 shield regen/sec per level, locked until Basic Shields tech), and Defense Turret (+18 defense power per level). Display each building's current level and the next-level cost, with costs increasing by level and paid in credits, minerals, energy, and for shield generators sometimes crystals. Disable/visually dim unaffordable actions rather than pretending they work. Building upgrades add more small glowing orbiting modules around the planet.

Add the three research options: Improved Mining I (cost 350 credits, 220 minerals, 120 energy, 4 tech; +10% mineral output), Energy Efficiency I (350 credits, 160 minerals, 160 energy, 4 tech; +10% energy output), and Basic Shields (420 credits, 240 minerals, 180 energy, 6 tech; unlocks Shield Generator). Show researched state and costs in the TECH section. Planet bonuses and research affect the displayed income rates. Credits are earned through Credit Banks and raid rewards, not from the initial base income.

Add an ACTIONS section with Launch Raid (R), Screenshot (P), Restart Planet, and Toggle Surface View (V). A raid is an attack event that scales with the player's total income. In offline single-player mode, launching a raid opens a prominent centered "RAID IN PROGRESS" overlay showing Your Defense and Enemy Attack numbers plus Shields and Planet HP progress bars. During the raid, income is reduced. Resolve combat continuously for about 22 seconds using effective damage = max(0, enemy attack - player defense); shields absorb damage first, then planet HP. Shield regeneration continues. If the player survives the timer, award bonus credits, minerals, tech, and an occasional crystal reward. If HP reaches zero, steal a percentage of credits/minerals/energy, display a loss message, and return to planet selection so the player can restart. There is no hard victory state; this is an endless build/research/survive loop.

Implement Surface View as a toggle from the orbit view. Surface view replaces the planet with a top-down square dark-blue gridded ground plane sprinkled with subtle pixel specks. In offline mode, clicking the ground places a visual-only small blue 3D box marker. In connected multiplayer mode, the player selects a building in BUILD, then clicks within the ground bounds to request placement; show placed structures as small colored box modules (blue for the local player, pink for others). V toggles back to orbit view.

Include an optional multiplayer panel with Pilot name, Room (default alpha), WebSocket server URL (default ws://localhost:8080), Connect button, connection status, room roster, and a small Enter-to-send chat box. When connected, use the server as authoritative for claiming planets, resource/build/tech actions, raids, player health/shields/buildings/tech, surface placements, and shared room state. Show a shared galaxy list containing systems, three planets per system, each planet's type, ownership (You/Occupied/Unclaimed), structure count, and Claim buttons for unclaimed planets; show system control percentage/owner and a room leaderboard ranked by systems then credits. Include only the networking behavior represented by this prototype: presence, chat, shared room galaxy, authoritative actions and snapshots; do not imply a full MMO, accounts, or matchmaking. Preserve the same dark holographic panel styling, rounded translucent cards, neon cyan/magenta accents, blur/glass effect, and crisp low-resolution pixel aesthetic throughout.

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