The World

Planets are real spheres

You walk, sprint, and jetpack across a world that curves away under your feet. The build grid is square tiles wrapped around the sphere, closed by fault lines where the tiling has to break. Keep scrolling and the camera climbs from your first factory to orbit.

The home star and its golden swarm seen past the edge of a green planet, with two small worlds in the dark between them.
The Endgame

A mining laser is the first step toward wrapping a star

The scroll leaves the planet behind here on purpose and holds on the star itself: orbital rings of gold sails, turning slowly while you read. Victory is that swarm sustained at ten petawatts, the real Kardashev Type-1 boundary.

A bright star ringed by golden Dyson swarm sails set in several tilted rings.
Back Down

And back to the surface, where the factory keeps running

The rest of this page is the game in detail: every system, every number, and the honest state of the build.

The Cosmic Scale title over a green home world hanging in space, with the star and its golden swarm rings to one side.
Pre-Launch · Build In Public

Cosmic Scale isn't out yet.

There's no demo or early access yet, and I'm not naming a date. What you can follow today is the public roadmap, the devlog and the video episodes on YouTube, and the Discord and Bluesky, where I share progress as it happens. Patrons get their name on the in-game Patron Wall when the game ships.

Core Systems

Here's what you'll actually do.

Cosmic Scale is built on eight systems that feed each other as your factory grows from a mining laser to a planetary civilization, and each one gets its own tab below.

From mining laser to Mk.6 belts.

You land with a working base and a mining laser that harvests any node you aim it at, with no fuel to feed it. Smelt your first ingot, connect a Mk.1 belt and watch the world change: by Tier 3 you're routing Mk.4 belts at 600 items a minute through Fabricators running four-input recipes, and the laser is still there for when the factory stalls.

You build on a square-tile grid wrapped around the planet, which turned into a real puzzle for me, since squares really do not want to fit on a sphere at the end of the day. So the planet is wrapped in rings of equal squares with a polar cap at each pole, there are fault lines where the tiling has to break, and underground conveyors carry your belts across them.

  • ▸ Crafting Station · hand-crafts any recipe of one or two ingredients
  • ▸ Smelter / Foundry / Refinery · ore into ingots, ore and coal into steel, oil and water into plastic
  • ▸ Assembler / Fabricator · two-input recipes, then the three- and four-input ones
  • ▸ Conveyor Splitters & Mergers · balanced routing
  • ▸ Belts Mk.1 to Mk.6 · 120 up to 1,320 items a minute
Rows of white smelters linked by conveyor belts and power poles on a grassy planet, with a forest at the far edge.

Weather is your power.

A factory this size needs power, so how would you generate power in Cosmic Scale? Well, the answer to that would be the weather, which is the key source of your power in the game. Every cable network is its own grid, and the simulation weighs what you make against what you use on every tick, so if you ask for more than you've got, every machine on that network stalls until supply covers it again, which makes catching a power bottleneck part of the puzzle.

  • ▸ Civilization Hub (60 MW) · the solar roof over the base you land with, with Wind Turbines (35 MW) to carry you through the night
  • ▸ Weather Generator Mk.1 · feed a storm recipe its inputs and the storm pays the power: the Tornado (300 MW) that ends the landing, then the Electrical Storm (900 MW) and the Solar Storm (1,800 MW)
  • ▸ Weather Generator Mk.2 · the Ash Storm (4,200 MW) on the volcanic world and the Blizzard (5,600 MW) on the frozen one, carried home by a Wireless Power Transponder
  • ▸ Weather Generator Mk.3 · the Hurricane (12,000 MW) and, on a gas giant's polar plate, the Superstorm (22,000 MW)
  • ▸ A passive partner for every storm · Lightning Collectors, Solar Panels, Geothermal Generators, Cryo Coils, Tidal Engines and Gas Turbines, each rated for the weather or ground of the world it stands on
  • ▸ Four power-pole marks, power cable, and the Battery Bank to hold a surplus

Drones, elevators and freighters.

Belts carry the early game, and in Tier 4 you unlock the Drone Port, which you pair with a second port up to 420 meters away so its drones can fly 40 items a trip between them while you focus on the next problem. Drones shortcut your belts across ground they can't easily cover, later on they fly parts up to a growing Orbital Ring, and freighters carry the rest between planets.

  • ▸ Up to six drones per port · 40 items a trip
  • ▸ A 600-item hold at every port · paired sender to receiver
  • ▸ Space elevators lifting cargo to geostationary orbital platforms
  • ▸ Freighters flying between planets that are genuinely moving → four trade-partner worlds
  • ▸ Drones flying parts up to your Orbital Ring as it grows, segment by segment

Eleven biomes, wrapped around real planets.

Every world grows from your seed, and the eleven biomes get placed off one climate table, where temperature follows latitude just like it does here on Earth (colder at the poles, warmer at the equator) and Perlin noise decides the moisture across the surface. Each planet type gets its own slice of that table, kind of like setting its own thermostat, so the desert world ends up mostly savanna with a thin strip of actual desert near the equator, and a frozen world only ever gets the cold end. No single world carries every resource, so sooner or later you'll want to leave the home planet to mine the ores you can't reach yet. Every planet is a perfectly smooth sphere on purpose, with the lakes and oceans as the only dips, and they're not always water.

  • ▸ Perfectly smooth spheres on purpose, with lakes and oceans as the only dips
  • ▸ Seas of water, acid or magma, depending on the world
  • ▸ Resources locked to biomes and planet types, so bauxite only shows up on desert worlds and uranium only on barren ones
  • ▸ Eighteen ground styles that fill in around you as you walk
  • ▸ A galaxy grown from one ten-digit seed, with about four billion seeds to choose from
Tour all 11 biomes →

37 research nodes across eight tiers.

Each of the 37 research nodes unlocks specific recipes, machines and power sources, and you pay for them with science packs that your Research Labs pull off their belts, so more labs finish a node sooner. A tier opens once everything in the tier before it is researched, which is the milestone, and a recipe shows up on every machine that can run it the moment it unlocks, so nothing you built early drops out of usefulness. ARIA narrates the whole climb through six personality stages.

  • ▸ 37 research nodes with prerequisites & durations
  • ▸ 8 milestones across the eight tiers
  • ▸ 56 achievements with Steam-ready IDs
  • ▸ 71 recipes tied to specific machine types
Explore the tech tree →

Commanding a planet, one storm at a time.

Weather is the power spine of Cosmic Scale, with seven storms you raise yourself. A Weather Generator runs a storm recipe: feed it the recipe's inputs and a storm forms on its footprint, paying out power and a byproduct charge that fuels your suit and later recipes. Each world's weather decides which storms can run there, roaming storms cross every planet, and a passive building under a matching storm reads its full rating. The Type-1 Catalyst recipe is meant to need a Cyclone Core, so that reaching Kardashev Type-1 will mean orchestrating hurricanes on purpose.

The storms (Tier 0 → Tier 6):

  • ▸ Tornado · Weather Generator Mk.1 · 300 MW · pays vortex_charge
  • ▸ Electrical Storm · Mk.1 · 900 MW · pays arc_charge
  • ▸ Solar Storm · Mk.1, on any world · 1,800 MW · pays flare_charge
  • ▸ Ash Storm · Mk.2, volcanic worlds only · 4,200 MW · pays ember_charge
  • ▸ Blizzard · Mk.2, on the frozen world · 5,600 MW · pays frost_charge
  • ▸ Hurricane · Mk.3 · 12,000 MW · pays cyclone_core
  • ▸ Superstorm · Mk.3, on a gas giant's polar plate · 22,000 MW · pays storm_essence

The weather you raise carries all the way to the star: the Hurricane's Cyclone Cores go into Science Pack 6, and the Superstorm's Storm Essence goes into every Dyson Frame the swarm is built from.

▸ Read the Kardashev vision
Nine frames from the fly-by in a grid: a tornado under a ringed world, crystal plains, a red acid world under a storm, the home world rising over its moon, an aurora over a lake, a lava lake, the star wrapped in its Dyson swarm twice, and the Cosmic Scale title card with the OakTree Games logo
TORNADO MK.1 → vortex_charge ASH STORM MK.2 → ember_charge HURRICANE MK.3 → cyclone_core SUPERSTORM MK.3 → storm_essence DYSON FRAME THE SWARM T0 T3 T5 T6 T7
The actual production chain. Cyclone cores are not optional: the Type-1 Catalyst recipe requires four of them.

Co-op is in development for the Steam release.

I've built all of this with multiplayer in mind, and co-op is in development for the Steam release. The target is the thing that works so well in Satisfactory, where the host opens a Steam lobby with an optional password, your friends see the game in the Steam overlay and join with a click, and nobody has to forward a port or paste an IP address.

The goal is one genuinely shared factory, where the host runs the simulation and the factory on your screen is the one the host is actually running as you watch it, and one day you and your friends could each be off exploring a different star system at the same time. Solo play stays its own untouched path with no networking overhead.

  • ▸ Steam Lobby + friend invite · open the overlay, click Join Game on a friend
  • ▸ Password-protected lobbies · friends-only by default, public if you want
  • ▸ Host-authoritative simulation · the host runs the simulation clock and every machine; clients get live state
  • ▸ Solo play untouched · the single-player path carries no networking cost

It runs on Unity's own networking and Steam's relay, so there are no third-party servers to keep alive. It isn't finished, and there's no build to play yet.

The home star and its golden swarm seen past the edge of a green planet, with two small worlds in the dark between them.

Wrap the star, and keep going.

Research your way into Tier 7, Stellar Ascension, and the star opens up. Launch Cradles and Frame Bays in the bays of your Orbital Rings throw Orbital Sails and Dyson Frames at the star, and the swarm grows in five ring stages. Sustain it at 10 petawatts, the real Sagan boundary for a Kardashev Type-1 civilization, and the run is won; rings six to ten wait beyond it, and you can keep playing as long as you like.

  • ▸ Five-stage Dyson swarm · sustain it at 10 PW (10¹⁶ W, the Kardashev Type-1 boundary) to win
  • ▸ Star Lifter · lifts Stellar Material from the star, 1 to 6 a minute as the swarm grows
  • ▸ Antimatter Synthesizer · turns Stellar Material and a Singularity Core into the Antimatter every Sphere Core needs, once the swarm reaches its third stage
  • ▸ Type-1 Ascension · the run's victory condition (then keep playing if you want)

"Stellar Ascension is open. The rings throw the swarm at the star from here, and the Reflector Lattice decides how much of its light comes home."

ARIA
Construction Schedule

Five stages to ten petawatts.

Each stage adds sails to the swarm; its output climbs with sail count and your efficiency research, building toward the 10-petawatt Type-1 boundary. Thrown at the star by Launch Cradles in the bays of your Orbital Rings, with Frame Bays sending up each ring's frame. Hover a ring to inspect its build manifest.

Stage 1 · Inner RingFirst sails

The first 1,400 sails, thrown at the star by Launch Cradles in the bays of a closed Orbital Ring while Frame Bays send up the ring's frame. The first ring teaches the chain.

Stage 2 · Tropic RingBuilding out

Another 1,650 sails, as more Launch Cradles fill more bays and Sphere Cores give a ring room for extra ones, with the Superstorm's Storm Essence in every Dyson Frame.

Stage 3 · EquatorHalf the sky

Another 1,950 sails, and the Antimatter Synthesizer wakes: Stellar Material from the Star Lifter and a Singularity Core make the Antimatter every Sphere Core needs.

Stage 4 · Polar CapNear-total

Another 2,300 sails, with the Reflector Lattice nodes multiplying every sail's output toward the 10 PW line.

Stage 5 · Ascension10 PW · Type-1

The last 2,750 sails bring the swarm to 10,050, and with Reflector Lattice IV researched it sustains 10 PW: Kardashev Type-1, and the win. Rings six to ten go on after it, each one fed Type-1 Catalysts, for as long as you want to build.

Eight Tiers of Progression

Eight tiers, from the landing to the star.

Move from a landing kit to a Dyson swarm. Every tier brings new machines and new resources, and every tier before the star brings a new storm to power them. Click any tier below to see what it unlocks.

T0
COSMIC BEGINNINGS
Landing kit · Tornado
You land with a working base: a Hub with a solar roof and a Crafting Station inside, a Smelter, a Constructor, a Miner, belts and poles, a Research Lab and Wind Turbines. Belt 100 Science Pack 1 into the Lab for Applied Science, then build the Weather Generator Mk.1 and feed it gears and cable: a tornado forms on its footprint and adds 300 MW. Belts Mk.1 carry 120 items a minute.
T1
SURFACE EXPANSION
Assemblers · Belts Mk.2 · Hover
Everything the Crafting Station could hand-make gets automated: the Assembler arrives, belts double to 240 items a minute, and the suit learns to hover. Coal finds its first job as Carbon Electrodes, which feed the Electrical Storm (900 MW) with Motors while Lightning Collectors gather the strikes around it.
T2
FACTORY FOUNDER
Steel · Foundry · Fabricator
Steel becomes the spine of the factory: the Foundry makes it from raw ore and coal, the Fabricator takes the three- and four-input parts, and Miner Mk.2 arrives with the 200% overclock rank. Reinforced Frames and Computers feed the Solar Storm (1,800 MW), which runs on any world, with Solar Panels around it. Belts Mk.3 carry 360 items a minute.
T3
ORBITAL REACH
Fluids · Space Elevator · Mk.2
Oil and water teach fluids and the Refinery, Pack 3 pays for Escape Gravity, and you leave the planet. Bauxite waits on the arid world and sulfur on the arid, volcanic and acidic worlds, and the Space Elevator moves them home. The Ash Storm (4,200 MW) runs only on the volcanic world, on a Mk.2 Weather Generator, and a Wireless Power Transponder carries its power back to your base. Belts Mk.4 carry 600 items a minute.
T4
PARTICLE PHYSICS
Batteries · Uranium · Blizzard
The last tier of real-world science. Sulfuric acid, pumped from the acidic world's sea or made from sulfur and water, makes batteries, leaches uranium flown in from the barren world, and goes into Pack 4. The Blizzard (5,600 MW), run on a Mk.2 on the frozen world, is the capstone, and Drone Ports fly goods between paired ports. Belts Mk.5 carry 900 items a minute.
T5
ATMOSPHERIC COMMAND
Hurricane · Gas giants · Ring
Gravitite and quantum crystal from the crystalline moon become the first exotic parts, gas giants open for harvesting, and the Mk.3 Weather Generator runs the Hurricane (12,000 MW). The suit learns to jump between stars, and Orbital Construction founds a planet's first Orbital Ring from the top of its Space Elevator. Belts Mk.6 carry 1,320 items a minute.
T6
PLANETARY ENGINEERING
Magma · Ring segments · Superstorm
The planets become the machines. Lava seas are pumped as Magma for the megastructure materials, the Orbital Ring grows segment by segment from its hub on the Space Elevator and starts to turn once it closes, and its bays open for Ring Skimmers and for Resonance, which lifts a planet's overclock ceiling to 400%. The Superstorm (22,000 MW), run on a Mk.3 on a gas giant's polar plate, is the capstone.
T7
STELLAR ASCENSION
Dyson swarm · 10 PW
Launch Cradles and Frame Bays in every closed Orbital Ring throw sails and frames at the star, and the swarm grows in five ring stages while the Reflector Lattice multiplies every sail's output, until 10,000 sails sustain 10 PW across your star systems: Kardashev Type-1, and the win. Antimatter and Dark Matter are the tier's rarest parts, and rings six to ten go on after the win.
Eleven Biomes

Every planet type sets its own thermostat.

From snowy tundra to steamy jungles all the way to purple crystal plains, each biome brings its own ground, its own weather and its own mix of resources.

The Vision · Kardashev Type-1

A factory game with a civilization-scale finish line.

So, back in 1964, Kardashev, a Soviet scientist from back in the day, came up with a scale for measuring a civilization by how much energy it can use. Type-1 means harnessing the energy of an entire planet, Type-2 the full output of its star, and Type-3 an entire galaxy, with each rung roughly ten billion times the one below it. Later on, another scientist you might be more familiar with, Carl Sagan, actually put a number to Type-1, and that value was 10 petawatts of energy, or about 500 times what humanity uses today. That number is the finish line in Cosmic Scale.

TYPE I PLANETARY ~10¹⁶ watts every joule on the planet TYPE II STELLAR ~10²⁶ watts an entire solar system TYPE III GALACTIC ~10³⁶ watts an entire galaxy
◈

Weather Generator Mk.1 T0

The landing kit's heavy build. Feed a storm recipe its inputs and a Tornado, an Electrical Storm or a Solar Storm forms on its footprint.

◈

Weather Generator Mk.2 T3

A four-input machine for the Ash Storm on the volcanic world and the Blizzard on the frozen one, with fluids piped in.

◈

Weather Generator Mk.3 T5

The largest mark, for the Hurricane and, on a gas giant's polar plate, the Superstorm at 22,000 MW.

◈

Passive partners T0 TO T6

Wind Turbines, Lightning Collectors, Solar Panels, Geothermal Generators, Cryo Coils, Tidal Engines and Gas Turbines read the world they stand on, and a matching storm lifts one to its full rating.

◈

Byproduct charges MATERIAL

Every storm pays one charge a cycle, from Vortex Charges to Cyclone Cores, and they fuel your suit and later recipes.

◈

Storm Essence T6 · MATERIAL

The Superstorm's byproduct, and a part of every Dyson Frame the swarm is built from.

I wanted the climb to keep going past the rocket.

I love Factorio, Satisfactory and Dyson Sphere Program, and in most of them, once you've launched the rocket, the game tells you you've won and rolls the credits. In Cosmic Scale, your character comes from a civilization that has already made it to Type-1 back home, so the Space Elevator is the halfway point, and the real climb is building your way back up to Type-1 at a new star, wrapping it in a Dyson swarm until you hit that 10 petawatt victory all over again. That climb is what the Kardashev scale describes, and it's the whole reason the game is called Cosmic Scale.

I want to be honest about where the build stands. The whole factory is in the game now, from the first Miner to the Dyson swarm, with the weather power, the space elevators, the off-world trade and the Type-1 win, and I'm play-testing all of it myself. What's still ahead is the building art rework, co-op, the Steam store page and a public playable build, so none of it is in your hands yet, the game isn't released, and I'm not naming a date. The roadmap tracks exactly what's built, what's in progress, and what's planned.
Content at a Glance

Every number below comes from the game's own files.

8Milestones
4Trade Planets

"Oh. Hello! I'm ARIA, short for Autonomous Resource Integration Assistant. I'll be your guide on this world."

ARIA, your in-world companion
Tech

What it's built on.

ENGINE
Unity HDRP (High Definition Render Pipeline)
RENDER
HDRP with custom HLSL shaders, and a horizon that curves because the planet does
WORLD
Full 3D: spherical planets built from a square-tile grid wrapped around the sphere, with fault lines where square tiling has to break
ORBITS
Planets and moons genuinely orbit, so day/night, moon phases, and freighter launch windows fall out of the orbits instead of being scripted
SIMULATION
A deterministic simulation tick, 20 times a second, so every player's world runs the same from the same seed
PROCGEN
Perlin noise stacked in octaves for the ground, biomes from one climate table per planet type, and a galaxy of star systems grown from a single ten-digit seed
PLATFORMS
PC (Windows), coming to Steam. Co-op multiplayer is in development for the Steam release.
SAVES
The save only remembers what you changed, and the seed grows everything else back · Steam Cloud
FAQ

Frequently asked questions about Cosmic Scale.

What is Cosmic Scale?

Cosmic Scale is a factory game I've been building solo since beginning my game development journey, in full 3D in Unity. You land in a foreign star system with not much more than some starting resources, and you build your way up to the heights of a Kardashev Type-1 civilization, from a hand-held mining laser all the way to wrapping a star in a Dyson swarm. It spans eleven biomes, 99 items, 74 buildings, 37 research nodes and eight tiers of technology.

Who makes Cosmic Scale?

I do. My name is Kyle, and I'm the solo developer behind OakTree Games, a part-time indie dev and a full-time dad and husband working in construction during the day, building the game in whatever hours I can find late at night. AI tools definitely speed up my development, but I am the one who finalizes everything that goes into my game.

When is Cosmic Scale releasing?

It's in active development and coming to Steam, with no release date announced, because I'd rather under-promise. The devlog and the newsletter will say so the moment the first public build is available, and the public roadmap tracks what's still ahead.

What platforms will Cosmic Scale support?

Cosmic Scale is coming to PC (Windows) on Steam, and no other platforms are announced.

Is Cosmic Scale a Factorio or Satisfactory clone?

It shares the same DNA (conveyor belts, recipes, automation, fluid logistics), and I got inspired by those games and say so. What's different is that the world is a real 3D planet you can walk all the way around, every galaxy grows from a single seed, the planets and moons genuinely orbit, the weather is your power, and the endgame is wrapping a star in a Dyson swarm to reach Kardashev Type-1. There's also an AI companion, ARIA, who narrates the climb through six personality stages.

Does Cosmic Scale have multiplayer or co-op?

Co-op is in development for the Steam release, and I've built all of this with multiplayer in mind, but it isn't finished and there's no build to play yet. The target is a genuinely shared factory, where the host opens a Steam lobby with an optional password, friends join from the Steam overlay with one click, and the host runs the live simulation for everyone. Solo play stays the untouched single-player path with no networking overhead.

How do I support development of Cosmic Scale?

The most direct way is becoming a patron at any of the three tiers (Sapling, Sprout and Oak) or dropping a one-time tip on the support page, and any patron tier locks in a free copy of the game at launch and a name on the in-game Patron Wall. If you want a say in where the game goes, tell me directly on Discord, in the YouTube comments or at hello@oaktree-games.com, and sharing the project genuinely helps too.

What engine and tech does Cosmic Scale use?

Cosmic Scale is built in Unity HDRP with C# and HLSL shaders, in full 3D. Each planet is a sphere wrapped in rings of equal squares with a polar cap at each pole, with fault lines where the tiling has to break. Underneath it is a deterministic simulation tick, 20 times a second, so every player's world runs identically from the same seed, and the data for every item, building, recipe and biome lives in the game's own content files. Saves only remember what you've changed, and the seed grows everything else back.

What is OakTree Games?

OakTree Games is my one-person indie game studio, and the name comes from the idea that good games grow slowly, like oak trees, one ring at a time. The About page has the studio's story, and the Games page has the other two games.

Want to follow along?

Cosmic Scale is in active solo development, and the best way to follow along until launch is the devlog and the video episodes on YouTube. Supporting the build helps me keep going, and I appreciate it more than you can know.