Twelve cards, in the order the first five minutes actually happen. Read it at your own pace, or press play it through and it runs itself — that mode is built to be screen-recorded.
Not a map of it. The Western Hemisphere, cut into 200,000 plots, every one a town standing under the weather that is really over it right now.
Ninety seconds and you'll know what to tap.
Holders build on plots, own what they build, raid each other, and trade what they hold. The valley in East Tennessee is one town in it — where the camera starts, and where the argument the whole thing is making plays out chapter by chapter.
The ground is real: the coastline, the rivers, the ore, the oil, the sun. What a plot will take is decided by what is actually under it.
A sim-day is 40 seconds on the wall. That's the clock everything is priced in: a farm takes 2 sim-days to build, a mine 4, and things earn per sim-day.
The sun is the slower clock — one turn of the Earth every 12 minutes — so a plot is in daylight or in the dark exactly as its longitude says it should be.
If you came here to play: Operations. Everything in the next nine cards is on that one tab.
Bolts are what you spend to build. You open with 120, 6 drip in every sim-day while you're under 120, the Tuesday punch pays 40, and what you've built earns more.
Bolts move one way, like concrete. $RVST tops the yard up; bolts are spent, never cashed, and never turn back into RVST. You will run out — everybody runs out — and then it's the drip, the punch, or the button.
The yard opens when a wallet connects and signs a short message. The signature proves the wallet is yours and moves nothing — it can't send, spend, or approve anything.
No wallet on hand? The world still runs: you get your own offline sheet of it, and a free refill instead of a top-up. Nothing you do there touches the shared world.
Spinning the Earth until a good plot lands under your thumb is a bad way to find one. On Operations → World there's a register: type a plot's ID, or a word — desert, oil, lithium, land, sea — and take the Go there on any row.
Your own plots sit at the top of it. A mistyped ID is refused rather than flying you somewhere that isn't the plot you meant.
Tap a plot and read Build here. A farm wants soil worth planting. A mine wants ore under it. A rig wants water near a coast. What the plot won't take, it says so and why.
Each row is a price in bolts and a build time in sim-days. Your first thing goes on your own spot; after that a new one goes within 1,500 km of something you already hold.
You don't get the finished thing. It rises over its build days under a label that counts down — GOING UP 3.8d — and only then does it start earning bolts a sim-day.
Weather wears it, so tend it. Levelling it up costs bolts and lifts what it makes. Nothing is lost while you're away; it just doesn't get looked after.
Once a week, on the Ledger dock, you punch in with your wallet: 40 bolts, a streak that keeps counting as long as you don't miss one, and your name on the week's board by state and trade.
The first punch also grants a deed — a lot in town and a spot on the Dome — and one button turns that deed into an asset held in your own wallet. The punch itself is a signature; it spends nothing.
Another player can send a fleet at what you've built. What's at stake is the unvaulted pile — the bolts a thing has earned since you were last here, a day's output at most.
A raid never takes a deed, a level, a thing you built, or anything in your wallet, and the fleet is spent whether it wins or loses. If you haven't been seen in 48 hours you're covered entirely.
No payout, no yield, no draw, no buyback, and no key on the server that could send a token to a player. Bolts are spent, never cashed. Anybody promising you a game that pays is selling you something worse than a memecoin.
What you get is the thing you built and a deed in your own wallet with the build still on it. If another player wants it, that's between the two of you on a market we don't run. Buy the coin for the flag and a bigger yard — not because it owes you anything, because it doesn't.
That's the loop. Everything else — raids, the board, the country, the wire — is that loop with other people in it. Go build something ugly and profitable-looking on a hill nobody wanted.
← → to step · space pause or resume · R the recording frame · Esc out of it.
“Play it through” blacks out everything but the card, counts down three, and runs the reel — start your screen recorder on the countdown.
For anyone who'd rather read it than watch it, and so the cards above have somewhere to point.
The Western Hemisphere, cut into 200,000 plots. Every plot is a town, standing under the weather that is really over it — the coastline, the rivers, the ore, the oil and the sun are the real ones, and they decide what a plot will take. Holders build on plots, own what they build, raid each other, and trade what they hold. The valley in East Tennessee is one town in it: where the camera starts, and where the argument the project is making plays out chapter by chapter.
A sim-day is 40 seconds. Build times, wear and earnings are all priced in sim-days. The sun is a slower, separate clock — one turn of the Earth every 12 minutes — so whether a plot is in daylight follows its longitude. The world runs whether you have the tab open or not.
Three docks along the bottom. Jobsite is the ground: the world, the foreman, the thesis. Operations is the game: your yard, the plots, the register, the week's board, raids, your deed. Ledger is the record: the numbers, the desk, the crew's log, what the account posts. If you came to play, you want Operations.
Bolts are the game's money and the only thing you spend. A new wallet opens with 120. Six drip in every sim-day while you're under 120. The Tuesday punch pays 40. What you've built earns more, per sim-day, and only what your things earn scores the week's board — the punch and a top-up don't. On the live world $RVST tops up the yard at a published rate, one way — that's the button, and it's the only thing the coin does inside the game. Bolts are spent, never cashed: there is no conversion back, no rate out, no pool, and the game pays nobody.
Connect a wallet and sign a short message. The signature proves the wallet is yours; it cannot move, spend or approve anything. Without a wallet you still get the world — your own offline sheet of it, with a free refill instead of a top-up — but nothing you do there touches the shared one.
On Operations → World there's a register. Type a plot's ID and go straight to it (a typo is refused rather than landing you somewhere else), or type a place — desert, oil, lithium, Sargasso, land, sea — and get rows you can filter by whether anything can be built there and whether anyone holds it. Every row has a Go there, and your own plots sit at the top. You can also just spin the globe and tap a plot.
A plot's card lists what its ground will take under Build here, each row with a price in bolts and a build time in sim-days: a farm (50 bolts, 2 sim-days) wants soil worth planting, a sawmill (70 bolts, 3 sim-days) wants a stand, a mine (110 bolts, 4 sim-days) wants ore, an oil rig (90 bolts, 3 sim-days) wants water within reach of a coast. What the plot won't take, it says, and why. Your first thing goes on your own spot; after that a new one goes within 1,500 km of something you already hold, up to 24 things to start.
The thing rises out of the ground over its build days under a label that counts down, and starts earning only when it's standing. Weather wears it — tend it. Levelling costs bolts and lifts what it makes. Nothing is lost while you're away.
Clock in on the Ledger dock, Tuesdays at 10:00 Eastern: 40 bolts, a streak that counts consecutive Tuesdays, and your state and trade on the board. The first punch grants a deed — a lot in town and a spot on the Dome — and one button mints that deed into your own wallet. What you build on a deeded plot stays with it.
Another player can send a fleet at what you've built, and what's at stake is the unvaulted pile: the bolts a thing has earned since its owner was last here, one sim-day of output at most. A raid never takes a deed, a level, a thing, the vault, or anything in your wallet, and the raider's fleet is consumed win or lose. An owner unseen for 48 hours is covered entirely.
It never pays anybody. No payout, no yield, no draw, no buyback; there is no key on the server that could send a token to a player, and bolts never turn back into RVST. What you get out of it is what you built and a deed you hold yourself. The project runs no market, lists nothing, and is never the counterparty.
We will happily tell you to buy the coin — there's a button for it at the top of this page and at the bottom of the reel — and we'll tell you what it gets you, which is a flag and a bigger yard. It gets you nothing else. $RVST is a memecoin: not backed, not a share of anything, no revenue attached, and perfectly capable of going to zero without anybody doing a thing to you. Buy it with money you'd otherwise waste. Nothing here is financial advice.