M1A WORLD // 100 × 100 KM

A living
archipelago.

A deterministic island world streamed around the player in four terrain LOD rings. Climate, light, wind, waves, and weather are different views of one shared simulation.

OPERATIONS MAP

One world, real coordinates.

Contract pickup and destination positions, base locations, server arrival checks, and the operations map all consume the same authoritative coordinates.

NABCD
CLIMATE SYSTEM

Weather you can design around.

Conditions are not decorative. The same deterministic weather sample drives the HUD, aerodynamics, waves, terrain and ocean lighting, and procedural sky.

NORTH // COLD

Latitude and elevation

The north is cold and snowy, the south hot and arid, and temperature falls with height. A 48-day northern-hemisphere year changes solar arc and daylight length.

FRONTS // MOVING

Visible approach

Cold fronts turn and strengthen wind, lower pressure and temperature, build cloud, and create rain or snow visible across a 60 km weather field.

OCEAN // DYNAMIC

Shelter and fetch

Wave motion comes from wind heat, bathymetric depth, and upwind open-water fetch. Islands and narrow waterways shelter the surface automatically.

ENGINEERING BASES

Progress expands the workshop.

Four constructed bases provide increasingly capable workspaces. The starter yard is immediately available; contract credits unlock the remaining tiers in order.

BASE PROGRESSION

From yard to heavy works

Tier 01STARTER YARD
Tier 02MUNICIPAL
Tier 03REGIONAL
Tier 04HEAVY
PHYSICAL SITES

Part of the terrain

Workshops, offices, fuel canopies, benches, and lights use authoritative model collision, moving-sun lighting, and shadows. Reach an owned site to enter its separate workspace.

Entry range40 M
Build volumeTIER SCALED

Ready for a field assignment?

Read the current alpha brief and known limitations.

Open field notes