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.
Persistent · Real-world scale · Browser-based
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.
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.
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.
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.
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.
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.
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%.
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.
Residents pay rent scaled by land value, and eat food and consumer goods every hour. Starve them and the rent collapses.
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.
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.
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.
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.
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.