SPACE COLONY
X-01 FRONTIER EXCHANGE
Claim land, crew animated rovers, scan the frontier, trade in a full-screen classic market pit, and build the most valuable colony without letting the settlement collapse.
Controller-first main menu: D-pad/left stick moves focus, A confirms, B backs out, Start launches or pauses.
An original browser game inspired by classic economic colony games. This merged release uses only the supplied project code/art and does not include original game code, names, music or data.
COLONY CHARTER
CONTROLLER JOIN / CALIBRATION
Space Colony X-01 merge: keeps the ROVER gameplay base and imports the stronger sprite animation, survey presentation, briefing rhythm and controller documentation ideas from the companion prototype. Press a USB controller action button to assign it to the next human founder; keyboard remains available for every player.
SETTINGS
HOW TO PLAY
Round sequence
Operations Briefing → Claim Survey → Land Market → Development → Event → Production → Full-Screen Commodity Markets → Monthly Report. After the final round, the richest founder wins — but the colony must also meet its survival charter. Space Colony X01 merges the ROVER full-screen auction pit with stronger briefings, generated sprite animations, focus-safe play and report structure from the companion game.
Development
Buy a R.O.V.E.R. in the Corral, outfit it for Rations, Power, Ferrite or Luminite, then install it on one of your plots. River land favors Rations; plains favor Power; mountains favor Ferrite. Luminite deposits remain private until surveyed.
The Cantina can be visited once per round. The Assay Lab reveals Luminite privately. Grid Control sets Balanced, Rations First, Maximum Profit or Manual power priority. Interact with a plot during development to open the Plot Action Console. From there you can scan, install, replace, repair, set power priority, remove a machine, list land or collect a sample when available.
Choose among Economy, Standard, Heavy Extractor and Autonomous R.O.V.E.R. models. Machines now visibly follow the founder, spark under time pressure and can break free if the shift expires. In Standard and Tournament modes, properties can choose from Infrastructure, Weather Shield, Automation, Storage, Grid Relay, Scanner and Repair Hub upgrades; Classic Colony disables permanent upgrades for a sharper market duel.
Controls
Development: current player uses WASD/arrows or their assigned gamepad left stick/D-pad; Space/Enter/A interacts. Click the map to auto-walk. Interacting near a plot opens the Plot Action Console; use direction controls to choose a card and action to confirm.
Auctions:
Keyboard: P1 W/S price, A/D buy/sell, Space quantity; P2 arrows + Enter; P3 IJKL + O; P4 numpad.
Gamepads: stick/D-pad up/down changes price, left/right changes buy-hold-sell, A changes quantity, shoulder buttons change quantity directly.
Two human players pressing their action buttons nearly together during a Tournament auction open a negotiated private deal.
Economy
Rations determine development time. Power allocation follows the selected grid policy. Ferrite lets the Store manufacture R.O.V.E.R.s. Luminite is volatile. Adjacent matching installations form visible production networks.
The Land Office handles property sales, loans and repayments. Credit can prevent an early collapse, but interest is charged each round and debt reduces net worth. Auctions support quantities, partial fills, market history and confirmed private contracts.
X01 fusion: Classic Colony keeps the scarcity loop, the development phase keeps the Action Advisor and Smart Corral routes, and each month now opens with an operations brief, sprite/vector display, focus-safe timers and same-seed replay support.