OREBITUARY NETWORK // UNIVERSE ACTIVEEARTH // --:--:--UPTIME: --D --:--:--
Earth Node--:--:--
Minerva-6--:--:--
Unknown Sector--:--:--
Corporate Index81%
Faction NoiseRISING
Weather GridACTIVE
The world continues whether you log in or not

Orebituary

One persistent world. Multiple games. A universe that never stops running.

Orebituary is a connected science-fiction RPG universe set 300 years in the future, spanning Earth, Minerva-6 and further undisclosed sectors. Mine, trade, survive and influence a living industrial civilisation built around systems rather than scripted set-pieces. Economies, factions, weather, politics, decay and consequences continue moving whether you are there or not.

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Early access to development reports, world updates and beta user testing.
SectorMinerva-6
Lat42.118°N
Lon208.34°W
GridLIVE_
MINERVA-6
Orbital Surveillance Feed
01
Connected World Architecture

Three entry points. One living universe.

Orebituary is not being designed as a single isolated game. It is a game universe where separate game experiences can exist in parallel while still influencing the same underlying universe and each other.

Earth

NODE ID // EARTH-CORE

COORD // 51.507°N / 0.128°W

The old centre of civilisation still controls finance, communications, politics and the trade dependencies that keep the outer colonies alive. Earth is 300 years ahead of our present and still shaping the fate of worlds it no longer fully understands.

Minerva-6

NODE ID // MINERVA-6

COORD // 42.118°N / 208.34°W

A cursed industrial mining planet built on extraction, survival and slow collapse. Beneath the surface, automated systems continue operating while markets shift, resources degrade and forgotten machinery keeps digging.

Unknown Sector

NODE ID // ████████

COORD // ██.███° / ███.██°

A third game location remains classified. It will extend the universe beyond the Earth-colony relationship and open another layer of consequence inside the wider Orebituary network.

02
Living Universe First

Built as a world before it becomes a game.

Most games wait for the player before anything meaningful happens. Orebituary is designed the other way round: the systems exist first, the world keeps moving, and the player enters an environment that already has its own memory, pressure and momentum.

MARKETS FLUCTUATE
FACTIONS EVOLVE
RESOURCES ARE PRODUCED AND CONSUMED
POLITICAL CONDITIONS SHIFT
TRADE ROUTES COLLAPSE
WEATHER SYSTEMS MUTATE
INDUSTRIAL INFRASTRUCTURE DECAYS
THE WORLD CONTINUES OFFLINE
03
Economy and Systems

Everything connects. Nothing runs in isolation.

The Orebituary universe is built on interdependent systems. Each one feeds into the next. Disruption in one layer cascades through the rest. There is no pause button and no reset.

SYS-01ACTIVE

Extraction

Automated drills pull raw ore from beneath the surface. Output varies by depth, equipment condition, and weather. When the cutters stop, everything downstream starves.

SYS-02ACTIVE

Refining

Smelters process raw material into tradeable commodities. Yield depends on power supply and maintenance state. Neglected refineries produce less and cost more to run.

SYS-03DEGRADED

Trade Routes

Freight moves between hubs on fixed lanes. Routes collapse when infrastructure decays or factions blockade chokepoints. Rerouting costs time the market does not give back.

SYS-04VOLATILE

Markets

Prices shift based on supply, demand, and political interference. No fixed values. No safety nets. Fortunes change between login sessions.

SYS-05ELEVATED

Factions

Groups compete for territory, contracts, and influence. Alliances form and break based on economic pressure. Loyalty is a resource that depletes under strain.

SYS-06ACTIVE

Politics

Legislation, embargoes, and subsidies ripple through every other system. Decisions made on Earth reach Minerva-6 late. By the time policy arrives, conditions have already shifted.

SYS-07SEVERE

Weather

Dust storms, acid rain, and ion shear disrupt extraction and transport. The grid adapts or it does not. Forecasting is unreliable. Planning around it is worse.

SYS-08CRITICAL

Decay

Everything degrades. Unattended infrastructure rusts, routes close, machinery fails. The universe does not wait for maintenance crews. Neglect has consequences.

04
Colony Intel

Fragments from beneath the surface.

Intercepted field reports, comms fragments, and incident logs from across Minerva-6. New intelligence rotates as the network processes incoming signals.

05
World Status

Live readings from the universe.

Current state of the Orebituary universe. All values are pulled from the running world. These readings update in real time as systems interact.

Ore Output2,847 t/cycle▼ 3.2%
Trade Volume1,204 shipments▲ 1.8%
Faction TensionELEVATED▲ rising
Active Routes14 of 19▼ 2 closed
Infrastructure67%▼ 0.4%/day
Weather GridDUST ADVISORYsector 4-7
Corporate Index78%▼ slipping
Colony MoraleLOW▼ 12 cycles
Universe Tick4,891,204▲ running
06
Beyond the Web World

Designed for more than one machine.

Future standalone experiences are planned for retro-inspired systems such as the Commodore 64 Ultimate, ZX Spectrum Next and Vectrex reboot. These are not simple ports or streaming clients. Each can become its own small game, exchanging tiny data payloads with the wider Orebituary universe so actions in one environment can influence another.

Commodore 64, ZX Spectrum and Vectrex — Orebituary 8-bit hardware links
C64 · ZX SPECTRUM · VECTREX
07
Surface Personnel

People already moving through the network.

Early character development for Orebituary - inhabitants, crew and operatives drawn from the Minerva-6 colony. Concept art only; not in-engine capture.

Ruby Vexx — concept art, corridor operative

NODE ID // VEX-017

SECTOR // MINERVA-6

Ruby Vexx

Corridor Operative

She keeps appearing in feeds from corridors sealed for maintenance - on nights the colony swears were empty. Someone revoked her clearance. Nobody revoked her keys.

Silas Venn — concept art, field analyst

NODE ID // LAB-044

SECTOR // MINERVA-6

Silas Venn

Field Analyst

They rebuilt him to read the deep instruments. What returns through his relay describes strata the survey maps insist were never opened.

Mara Dio — concept art, miner foreman

NODE ID // M6-FRM-009

SECTOR // MINERVA-6

Mara Dio

Miner Foreman

She would not sign Iron Maw over to the machines. The cutters went in without her - twelve names on her roster never surfaced.

Cass Hale — concept art, shuttle officer

NODE ID // ORBIT-12

SECTOR // TRANSIT LANE

Cass Hale

Shuttle Officer

Her visor logs every embarkation. Last week's manifest names passengers her shuttle never delivered - and never brought back.

VISUAL DEVELOPMENT // CONCEPT ART ONLY — NOT IN-ENGINE FOOTAGE

08
Network Transmissions

Development reports from Orebituary.

Full build logs are published on Patreon - click a transmission to read.

Join the waiting list

Register for early access updates, development logs, world reports and beta user access. The universe is already running. Beta access will open in stages.

09
Network Queries

Questions the network keeps asking.

Q // What is Orebituary?

Orebituary is a connected science-fiction RPG universe set 300 years in the future. It is not a single game. It is a persistent world where multiple game experiences exist in parallel, all influencing the same underlying simulation.

Q // Is this one game or multiple games?

Multiple. Each game is a different entry point into the same universe. Actions in one game can influence conditions in another. The world does not reset between sessions or between titles.

Q // What happens when I am not playing?

The world continues. Markets fluctuate, factions evolve, resources are consumed, weather systems mutate, and infrastructure decays whether you are logged in or not. You return to a world that has moved on without you.

Q // What platforms will it run on?

The primary experience is web-based. Future standalone experiences are planned for retro-inspired hardware including the Commodore 64 Ultimate, ZX Spectrum Next, and Vectrex reboot, each exchanging data with the wider universe.

Q // Where is the game set?

Three locations: Earth (the old centre of civilisation), Minerva-6 (a cursed industrial mining planet), and a third undisclosed sector that remains classified. Each location represents a different game experience within the connected universe.

Q // Can I play it now?

Not yet. The universe is running but player access has not opened. Beta access will roll out in stages to waiting list members first. Join the list to secure early entry.

Q // How do I follow development?

Join the waiting list on this page for direct updates, or read the full build logs published on Patreon. Development reports cover world systems, technical architecture, and design decisions as they happen.

Q // Who is building this?

Orebituary is an independent project. Development updates and team information are shared through the build logs on Patreon.

The universe is already running. Secure your entry.

Join the Waiting List