Design showcase

Solar Rush

Earth Age isometric civics is the front door. Complete your science gate; Luna rail teach is the first unlock. Mars and NEO follow as same-board inner plates on early access. Outer slots stay later.

Found cities and push civics on an isometric Earth board. The science gate is the unlock condition. Luna rail teach follows the gate. Mars and NEO sit on the same board, not as hops. Outer slots stay later. The homepage remains the design showcase.

solrush.space Name locked Prototype on early access

Follow design progress Early access

Earth Age first; the science gate unlocks the Luna rail Earth Mars Luna rail
Earth Age is the front door. Complete the science gate. Luna rail teach is the first unlock. Mars and NEO are same-board inner plates on early access. Outer slots stay later, not the opening pitch.

Earth Age is the front door. The science gate unlocks Luna — it does not end the game.

Early access dock

The playable slice is not this page

This homepage is the design showcase. The browser prototype docks at /early-access/. Earth Age isometric civics leads to the science gate and Luna rail teach. Mars and NEO are same-board inner plates, not hops. Outer slots stay later. It may break. No storefront. No game bundle on this page.

Open /early-access/ Read the pillars

Design pillars

Six hooks, one campaign

Excerpts from the design harvest, held to Principal locks. Earth Age isometric civics is the front door; the science gate unlocks Luna. Systems that should teach in the first hour. Not a kitchen-sink 4X.

  1. 01

    Land-rush

    After the science gate, a claim is a persistent, visible territorial stake on a planetary body or major moon. It is not a full city-state at founding; it is a beacon + outpost seed. Luna is the first unlock, not the opening board.

    From design/runs/2026-09-17-1932-claim-land-rush.md. Late launchers still contest. Catch-up is extra Tokens plus one of priority transit or first-leg sensor.

  2. 02

    Logistics

    Claims are the Space Era stake — after the science gate. Logistics makes a stake a going concern instead of a flag in vacuum. Earth still feeds the rush, orbit is the choke, a claim pays only if a thin pipeline survives real transit.

    From design/runs/2026-09-18-1530-economy-logistics.md. The play unit is the convoy, not a crate inventory.

  3. 03

    Warfare

    War delays a rival pipe or contests a beacon. It does not paint the system. The unit of violence is a packet on a lit rail, or a yard. A burned convoy delays a claim. It does not delete the player.

    From design/runs/2026-09-18-1624-warfare-interception.md. Unseen packets stay unhittable. No fifth good.

  4. 04

    Dual perspective

    Two ways to look at the same packet — after the science gate. The strategy map is where you give orders. First-person is how a stake or a hunt feels. FP does not grow vision, does not add buttons.

    From design/runs/2026-09-18-1627-dual-perspective.md and design/ui/LOCKS-UI.md. Cabin stays look-only.

  5. 05

    Solar nav

    Earth Age is the isometric front door. After your science gate, one map. You do not load Mars. Seamless is a design promise: one board, no mode-reset travel. Inner band starts dim, not dark. Outer moons start dark.

    From design/runs/2026-09-18-1621-solar-nav-fow.md. FoW is per-player and earned.

  6. 06

    Earth → space era

    Earth Age isometric civics is the front door. First player(s) who complete the science gate enter the Space Era when they launch. Later players enter when they complete their own gate. Completing the gate unlocks the Luna rail. Late entrants receive a modest catch-up package so the land-rush stays contested.

    From design/LOCKS.md and design/SEED.md. The science gate unlocks the Luna rail. It does not end the game.

Principal lock

Four goods only

Named in LOCKS and the 1530 logistics pass. Cadence is a window, not a good. If chrome needs a fifth number, the slice has leaked.

  1. Mass

    Bulk payload. Almost everything that moves.

  2. Life

    People and habitat pressure. Earth migrants first.

  3. Kits

    Habitat, extractor, sensor, point-defense. A beacon is not a city.

  4. Tokens

    Scarce and cadence-limited. Hoarding has opportunity cost.

From design/LOCKS.md and design/runs/2026-09-18-1530-economy-logistics.md.

Under development

Design status

This site is the design showcase, not the game. The playable prototype lives on /early-access/ — it may break. No storefront.

  1. Now Name & pitch locked Solar Rush. Earth Age → science gate → Luna unlock.
  2. In progress Design expansion Earth Age isometric board live on /early-access/. Science gate unlocks Luna rail teach. Mars and NEO are same-board inner plates. Outer slots stay later. Homepage is not the game.
  3. Early access Browser prototype Public slice on /early-access/. Homepage stays the showcase.