OUTPOSTDead Ground Get the beta

Hex colony strategy · iPhone

You drop a colony onto a hex world that is already dying.

The blight is not an enemy AI. It is a spreading rot that advances a few hexes every turn, deterministically, and eats the ground you are standing on. It cannot be stopped. Every turn is the same question asked harder: reach for richer ore, or consolidate what you can still defend?

  • 10–15 minute runs
  • Plays offline
  • No account
  • One hand, portrait

The antagonist is a rule, not an opponent

It cannot be stopped

Suppressors reduce the pressure on their tile and its neighbours, and they always leak. However many you stack, every tile under pressure gains blight every turn. They buy time. They never buy safety.

It is perfectly deterministic

One seed reproduces a sector exactly — the ground, the ore, and where the rot starts. Nothing is rolled behind your back. If you lost, the board was not the reason.

It is the clock

There is no turn limit, because the spread rate climbs with the turn number. Late turns are genuinely desperate and every run provably ends. One failure condition: lose the landing site, lose the run.

Ore is the currency. Power is the throughput cap.

Every building costs ore once and draws power every turn. Overbuild and something goes dark — and the game tells you exactly which thing and exactly why. A building you cannot afford and a building you cannot power are different failures with different fixes.

Every number was measured, not chosen

A headless harness plays a thousand seeded runs per sector depth against a reference bot and reports the win rate. The blight rate, the quota curve, and what each charter costs you were all set that way — and the win rates are asserted in the test suite, so a balance change that quietly makes a purchase strictly better fails the build.

Win rate over 1000 seeded runs
CharterDepth 0Depth 4
Prospector free58%26%
Surveyor61%18%
Salvager52%24%
Fully upgraded86%53%

Three charters within nine points, none dominant, each a different shape — the Salvager's quieter sector buys a longer run. Upgrades raise the ceiling and the quota curve stays ahead of it, so a fully kitted player at the deepest sector is back in the same fight a new player has at the shallowest.

What ships

Questions

When can I play it?
The beta opens first, through TestFlight, and the App Store release follows. Leave an email above and you will hear on both days.
What does it cost?
Free to download, with the Prospector charter and the full game in it. Two further charters are one-time purchases, and the Deep Survey Pass is a monthly subscription that adds the daily sector. No ads, no energy timers, and nothing behind the paywall is a mechanic the game does not otherwise have.
Does it need a connection?
No. Runs are entirely local — there is no server, no account, and no leaderboard. The daily sector is derived from the date rather than handed down, which is how everyone gets the same ground offline.
Android?
Not at launch. The renderer already runs on both, so it is a question of time rather than of architecture.
Is there a turn limit?
No. The blight's escalating spread rate is the clock, which is what makes the pressure feel intrinsic rather than imposed.

Hold the line. Ship the ore.

Get the beta