Persistent · Real-world scale · Browser-based

The map is the game board.
Your street is the front line.

LANDFORGE lays a global lattice of 16-metre plots over the real world — small enough that one plot covers one building. Claim the house you live in. Sink a mine under the field behind it. Wire it to a foundry, a refinery, a factory. Then find out who claimed the street next door.

Operators
1
Plots claimed
4
Structures
2
Plot size
16 m²

01 The loop

Claim

Every plot costs credits, and each one you hold makes the next dearer. Expansion must be contiguous — within 120 m of land you already hold — or a deliberate colony founded 2 km or more away.

Survey

Iron, timber, grain and crude are seeded deterministically across the globe in belts hundreds of metres wide. The ground under your house is not the same as the ground under your neighbour's.

Build

One structure per plot, eight levels deep. Extractors, processors, factories, power, housing. Space is the real constraint, and space is finite because the world is the actual world.

Compound

Ore feeds steel, steel feeds machinery, machinery gates every upgrade above tier two. Sell the surplus on an exchange whose prices move when players trade.

02 The chain

Nothing teleports. A factory draws only from stock inside a supply bubble anchored on your HQ or a logistics depot — 450 metres of real ground. Build outside it and the structure runs at 40%. Distance is the design constraint the real world hands you for free.

Tier 0 · Extract
Iron OreTimberGrainCrude Oil
Tier 1 · Process
SteelPlanksFoodFuelPolymer
Tier 2 · Manufacture
MachineryElectronicsConsumer Goods

Power is a shared budget

Every structure draws megawatts. Thermal plants are cheap and filthy; solar is clean but scales with latitude. Run a deficit and your whole operation drops toward 25%.

Pollution is local

Smokestacks suppress land value within 220 m — including your rivals'. Housing built downwind of a refinery pays a fraction of the rent. Zoning becomes a real decision.

Population is a customer

Residents pay rent scaled by land value, and eat food and consumer goods every hour. Starve them and the rent collapses.

Population is also the workforce

Every mine, plant and factory needs people, drawn from housing within 700 m — or 2.6 km with a transit stop at each end. Nobody turns up, nothing runs.

03 Territory

No griefing, real pressure

Nobody can bomb your factory. Land moves through economics: the plot market, buyout offers, and encirclement — if a rival rings your block, your only expansion is a colony 2 km out.

Use it or lose it

Go quiet for 21 days and your plots become seizable at triple the claim price. Headquarters cores stay protected within 100 m so returning players still have something to come back to.

Corporations

Pool 25,000 credits to found one. Members share territory maps and coordinate industry — one member runs the mines, another the refineries, a third the housing.

Found your operation

Pick a real place you know — you start there and stay there. Your position sets what you can claim and build within 5 km; going further means buying a ticket at a transport hub.

  • 20,000 starting credits and a small stockpile
  • Production accrues for up to 12 hours while you are away
  • No downloads — it runs in the browser