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Solar Foundry

  • 2d
  • space
  • rocket-builder
  • simulation
  • prototype
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. Keano Ramon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Solar Foundry yet. Play it, then tell Keano Ramon what you would add next.

Make your own game

Solar Foundry was built by Keano Ramon 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 Solar Foundry 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 Solar Foundry

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.

Recreate a 2D browser game titled “Solar Foundry,” a dark space-themed rocket construction and lightweight flight prototype. Use a fixed full-screen layout with a 58px top header, canvas play area, and small footer. The visual style is polished sci-fi UI: near-black navy background (#050814), translucent dark-blue rounded panels, thin blue borders, pale blue/white text, cyan highlights, green success values, and muted blue-gray helper text. Add a subtle animated star field behind the canvas.

The header should contain a Map button, the Solar Foundry title, a Mode pill showing Build or Flight, a Credits pill reading “∞ materials,” and an Auto-saved button. The interface text is Dutch in the supplied game: use labels such as “Rocket Builder,” “Blueprint,” “Opslaan,” “Onderdelen,” “Raketstatus,” “Massa,” “Delta-v,” “Bouwvolume,” “Besturing,” “Throttle totaal,” “Motor aan,” “Stage,” “Doel,” “Lanceren,” and “Base Requirements.”

In Build Mode, show a left scrollable Rocket Builder panel. Explain that clicking parts adds them to the bottom of the rocket and that construction volume is limited. Present a vertical list of clickable part rows, each with an icon, name, mass, and + button. Include exactly these parts and values: Cockpit (2 t), Fuel tank (8 t, 6 fuel), Merlin engine (1.2 t, 845 thrust), Raptor engine (2 t, 2300 thrust), Heat shield (1.5 t), Landing legs (1 t), Solar panel (0.2 t, 8 power), Battery (0.5 t, 20 power), Woonmodule (9 t), Productiemachine (12 t), Fuel Machine (11 t), Fuel Storage (6 t), Mine (18 t), Assembly Building (28 t), Plantation (10 t), NPC-Rover (4 t), Teleport-Rover (5 t). Limit the rocket to 18 total parts and show a toast if the limit is reached. Clicking + appends a part; save automatically and show a short toast confirming the part was added. The Blueprint Opslaan button saves the current rocket as “Blueprint N” on the Earth Launchpad, unless empty, in which case show a toast asking the player to add parts.

Render the rocket in the center of the canvas as a simple vertical test-stand stack. Each of the last 12 parts is a compact rectangular module, stacked vertically, with different fills: red engines, light gray tanks, green base modules, blue solar panels, and pale structural parts. Display the part icon in each block. If there is no custom rocket, use a default visible stack of cockpit, tank, and Merlin engine. In Build Mode label it “Rocket test stand.” The left panel continuously calculates total mass from part masses, construction volume as percentage of 18, and a Delta-v value based on engines and fuel; with no engine Delta-v is zero.

Keep a right-side Besturing panel visible. It has a throttle range slider from 0 to 100, a live percentage readout, Motor aan/Motor uit toggle, and Stage button. The Stage action removes the first rocket part if more than two parts exist, otherwise shows a toast that there is no stage to separate. Include a target dropdown listing every non-Earth body: Maan, Zon, Mercurius, Venus, Mars, Jupiter, Saturnus. Default target is Maan. A helper message says to build a rocket and start a test flight to an orbit around Earth.

The bottom centered navigation bar has Build Mode, Flight Mode, Lanceren, and Base Requirements buttons. Build Mode and Flight Mode visibly highlight the current mode. Launch requires at least one engine; otherwise show a toast. On launch, switch to Flight Mode, activate the flight state, set the engine on and throttle to 80%, reset position and trajectory, and show “Lancering gestart naar [target]”.

In Flight Mode, use the same canvas to show an orbit-style solar-system map. Draw the Sun and planets in a horizontal line of increasing x positions, with dashed circular orbit rings around the origin. Include: Earth/Aarde at x=0 with radius 56, green color, gravity 9.81 and atmosphere; Moon/Maan at 160 radius 22 gray; Sun/Zon at 470 radius 78 golden; Mercury/Mercurius at 600 radius 18 brown; Venus at 735 radius 31 ochre with an atmosphere halo; Mars at 880 radius 30 red; Jupiter at 1060 radius 64 tan; Saturn/Saturnus at 1270 radius 56 tan with a visible ellipse ring. Label each body below it and show a small sun symbol above the origin. Mark the Earth Launchpad base with a glowing green dot and “Aarde Launchpad.” Draw the current rocket trajectory as a thin white line when available. Allow mouse-wheel zoom from roughly 0.35x to 2.2x and pointer drag panning in Flight Mode.

Implement simple physics-lite flight, not a full orbital simulator. Sum engine thrust, divide by rocket mass, scale the acceleration, apply throttle, subtract upward acceleration from vertical velocity while gravity adds downward acceleration, then update x/y and retain the last 100 trajectory points. The rocket’s altitude/velocity text should appear during flight. When y exceeds 850, end the active flight, mark orbit reached, and show “Baan bereikt — testvlucht geslaagd.” If the rocket falls below y=0 after the initial period, end the flight and show “Raketterugkeer: landing nodig voor veiligheid.” In the canvas rocket view, rotate the stack according to velocity while active and draw an orange exhaust flame below active engines whose size responds to throttle.

The Map button opens a centered dark modal overlay titled “Solar System Map.” It says to click a planet to select it and that dots show bases and vehicles, then lists every planet as a button with its name and gravity in m/s². Clicking one sets the target and closes the modal. Base Requirements opens a modal for the first Earth base, showing “Aarde Launchpad,” Level Small, NPCs 0/6, and modules: 2 Woonmodule, 4 Solar panel, 2 Battery. Show the next upgrade text for Small: +4 woonmodules and 3 productiemachines. Also show the prototype resource text “Stroom: 32 kW productie · 3 kW verbruik” and “Fuel opslag: 0 / 6 ton,” followed by the note that from Large, building on this base and materials are unlimited except fuel.

Use responsive layout behavior: on desktop, left and right panels float over the canvas with the navigation at bottom center; on narrow screens, panels become wider stacked overlays and bottom controls remain compact and horizontally scrollable. Save state automatically to local storage, including mode, rocket parts, throttle, engine state, target, flight state, bases, and blueprints. Include toast notifications for actions. Do not add combat, enemies, scoring, lives, resource mining simulation, or extra gameplay systems; this is specifically a rocket builder, test launch, solar-system map, and base-requirements prototype.

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