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Arcade › Deep Space Mining
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Remix Deep Space Mining 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.
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 responsive browser idle/clicker game titled “Deep Space Mining,” using a dark sci-fi command-console visual style. Build the main play area as a Three.js-style 3D scene: a large slowly rotating, low-poly faceted planet centered in view, with a cyan glowing orbital ring, a dark circular colony floor beneath it, a small stylized mining rover on the lower foreground (boxy gray body and cabin, four dark wheels, front cone drill, arm, and antenna), and a deep navy space background containing many small blue-white stars and subtle fog. Use a perspective camera looking down slightly from the front; the scene should have cool blue/cyan lighting and the selected planet’s color should change according to the active world. The planet is the mining target: clicking/tapping the rendered planet gives ore, and also provide a prominent mobile “MINE ORE” button; pressing Space should mine too. Each mining action displays a gold “+N ORE” floating popup that rises and fades, briefly scales the planet up, increases clicks and lifetime ore, and updates the HUD. The starting demo state is progressed: about 2,150 current ore, 2,680 lifetime ore, 27 clicks, planet 2 selected (TRAPPIST-1E), planets 1 and 2 unlocked, colony level 1, 5 crew, upgrades at [3,2,1,1,0,0,0,0], no research completed, and the first achievement completed; if showing the fresh/default state instead, start with Kepler-452B and the corresponding low values. The interface must have a top header reading “DEEP SPACE MINING,” a gold current ore total, a green passive production rate such as “+0.2 / sec,” and a SAVE button. Overlay the play scene with a translucent navy HUD card at upper left showing the current planet name (initially KEPLER-452B in the new-game state), subtitle “Starter mining colony · Frontier Sector,” and cyan pill chips for “MISSION 01,” “COLONY LV [level],” and “RESEARCH [completed]/5.” At the bottom center show a cyan outlined pill hint reading “TAP PLANET OR BUTTON TO MINE”; on mobile show the gold pill-shaped “MINE ORE” button near the bottom. Add a right-side “PLANETARY NETWORK” sidebar on desktop, and a hamburger-controlled slide-out sidebar on screens around 900px wide or narrower. The sidebar contains a five-slot planetary grid labeled P1 through P5, with the active planet highlighted cyan and locked planets dimmed with lock icons. The worlds are: KEPLER-452B, subtitle “Starter mining colony · Frontier Sector,” multiplier ×1; TRAPPIST-1E, “Asteroid field · Resource-rich debris,” ×1.5; PROXIMA-C, “Ancient deposit · High yield zone,” ×2.5; ANDROMEDA-7, “Alien world · Unstable terrain,” ×4; and OMEGA, “Motherlode · Endgame sector,” ×8. Selecting an unlocked planet changes the HUD, multiplier, planet color, and mining/passive yield. Lock planets with lifetime/current ore thresholds of 1,000, 5,000, and 15,000 for planets 2–4, while OMEGA additionally requires the Wormhole Engine research and 50,000 ore; clicking a locked planet shows a warning toast explaining its requirement. Below the planet network, provide tabs labeled UPGRADES, RESEARCH, and COLONY. The Upgrades tab lists eight purchasable upgrades with level counters and costs that scale by multiplying the base cost by 1.18 for every level: ORE PICKAXE (base 50, max 15, +1 ore per click), AUTO DRILLER (100, max 15, +0.1 ore/sec), TRANSPORT FLEET (200, max 10, +12% all production), ORE REFINERY (300, max 10, +0.5 ore per click), ROBOTIC WORKERS (500, max 10, +0.15 ore per crew), MINING SATELLITE (800, max 10, +0.25 ore/sec), RESEARCH LAB (1200, max 10, -5% research costs), and MEGA DRILL (2500, max 10, +35% click power). Show gold cost buttons, disabled MAX buttons, and success or insufficient-ore toasts. The click power should be calculated as (1 + Ore Pickaxe level + 0.5 × Refinery level), multiplied by (1 + 0.35 × Mega Drill level), then multiplied by 1.5 if Quantum Computing is researched and 2 if Wormhole Engine is researched; each click grants at least 1 ore and multiplies the result by the selected planet’s multiplier, rounded down. Passive production should be based on 0.2 + 0.1 × Auto Driller level + 0.25 × Mining Satellite level + 0.05 × crew + 0.02 × colony level, multiplied by (1 + 0.12 × Transport Fleet level), then by research bonuses (1.25 for Advanced Algorithm, 1.15 for A.I. System, 1.6 for CPS Boost System, and 2 for Wormhole Engine), and finally by the planet multiplier. Add passive ore every second, counting it toward lifetime ore and passive-earned totals. The Research tab lists five one-time projects with costs, reduced by 5% per Research Lab level: ADVANCED ALGORITHM (500, +25% ore/sec), QUANTUM COMPUTING (1500, +50% upgrade power), A.I. SYSTEM (3000, Auto-collect bonus), CPS BOOST SYSTEM (8000, +60% ore/sec), and WORMHOLE ENGINE (50000, unlocks OMEGA and 2× production). Completed research shows a green DONE state. The Colony tab has colony expansion from level 0 to 10, costing round(300 × 1.3^colony level), and crew hiring costing round(50 × 1.1^crew); each crew member contributes +0.05 ore/sec. Include affordable-state styling and disabled buttons. At the bottom of the sidebar show command stats for LIFETIME ORE, CLICKS, and ACHIEVEMENTS out of 12, plus ACHIEVEMENTS and RESET buttons. The achievements modal should list: First Strike (mine 100 ore), Prospector (10,000), Mining Magnate (1,000,000), Upgrade Master (max 3 upgrades), Tech Pioneer (all 5 research), Planet Explorer (all 5 planets), Crew Commander (50 crew), Billionaire (hold 1,000,000), Silent Killer (earn 100 passively with zero clicks), Completionist (max every upgrade), Speed Miner (reach 1,000 ore/sec), and Supreme Commander (unlock Wormhole Engine), with completed entries marked by green check circles. RESET must require confirmation and clear local progress. SAVE and automatic localStorage saving should persist state; on returning after more than 10 seconds, award offline mining equal to elapsed seconds × passive rate × 0.25 and show an offline-mining toast. Use Orbitron-like techno headings, Inter body text, navy translucent panels, cyan borders/glows, gold ore values, green passive/success indicators, rounded pills, responsive mobile layout, floating popups, and toast notifications.