A solo-built isometric factory game where you grow a Kardashev Type-1 civilization from a single mining laser to a star wrapped in light. Twelve biomes. Eight tiers of tech. Planet-scale weather control. Hand-drawn pixel art at every layer. Not playable yet — built openly, week by week.
Cosmic Scale isn't out yet — and I'm not going to pretend otherwise. What is real: weekly devlogs, a public roadmap, a working development build that grows every Saturday, and an itch.io page already accepting follows so you'll be first to know when the gates open.
No filler. Every machine has a place. Every biome has a personality. Every tier unlocks new ways to think about your factory.
A real flood-fill power grid. Lay poles, drop a generator, and watch your machines come alive. The Dyson swarm distributes bonus power across every connected grid in the world.
Set up a Drone Port, paint a route, and let autonomous fleets shuttle resources between bases. Scale from a single belt to interplanetary supply lines.
Twelve hand-tuned biomes — from gentle grasslands to volcanic peaks. Each one shapes what you build, how you build it, and how dangerous it is to expand.
Every seed is a new planet. Natural peaks, ridges, canyons, and gorges carved by noise — never the same factory layout twice.
The final megastructure. Launch segments to orbit, complete the swarm, and reach Kardashev Type-1. Then keep going — Stellar tier is real.
Your in-world AI guide. Aria reacts to your milestones, your discoveries, and the quiet ruin of a factory left idle for too long.
Move from primitive crafting to stellar engineering. Each tier introduces new machines, new resources, and new logistics challenges. Click any tier below to see what it unlocks.
The Kardashev scale measures a civilization by how much of its star's energy it can harness. Type-1 captures every watt that hits a planet — every wave, every wind current, every storm.
Cosmic Scale is the first factory game built around that idea. Conveyor belts and assemblers are the early game. By the end you're steering weather systems, capping mountains with tornado spires, and wrapping a star in a Dyson swarm. The factory is the means. Planetary engineering is the goal.
From quiet grasslands to lavender crystal plains, each biome has its own resources, threats, and aesthetic identity.
Every tile, every machine, every creature drawn at the pixel level. Lit and shaded by a custom URP isometric shader stack.
"Oh, hello! I'm ARIA — Autonomous Resource Integration Assistant. I'll be your guide on this world."
— Aria, your in-world companionOakTree Games ships one project at a time. Cosmic Scale has my full attention right now — when it hits 1.0, the next project enters active development.
Isometric factory game. In active development. Follow along on itch.io — wishlist on Steam at launch.
Concept stage. The next OakTree project — genre still flexible, philosophy locked in.
Dream stage. Notes on napkins. Becomes real after Cosmic Scale 1.0.
Cosmic Scale is being built by a solo developer, day by day, openly on itch.io. Every follow, every pledge, every kind word is fuel for the next milestone — and gets the game one step closer to launch.