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References And Inspirations

This project sits at the intersection of factory-game UX, transhumanist identity fiction, and hard-science-inspired megastructure imagination.

Factory and automation references

  • Factorio Useful for transport legibility, industrial escalation, and onboarding lessons.
  • Factorio Wiki Useful for belts and logistics-network framing.
  • Dyson Sphere Program Useful for galaxy-scale industrial ambition and star-scale growth fantasy.
  • Satisfactory Useful for embodied factory construction and exploratory industrial play.
  • Mindustry Useful for the fusion of production chains, pressure, and defense.

Technical and conceptual references

  • Sandberg and Bostrom, Whole Brain Emulation: A Roadmap Useful for mind instantiation and continuity framing.
  • Shulman, WBE and the Evolution of Superorganisms Useful for fragments, copying, and governance themes.
  • Dyson, Search for Artificial Stellar Sources of Infrared Radiation Useful for Dyson-swarm framing.
  • Kardashev, Transmission of Information by Extraterrestrial Civilizations Useful for energy-scale framing.
  • NASA Smitherman, Space Elevators Useful for geostationary elevator grounding.
  • NIAC Edwards papers Useful for tether concepts and materials inspiration.
  • NIST and ESA relativity references Useful for grounding time-dilation motifs.

Fiction inspirations

  • Altered Carbon Useful for mind-storage and resleeving parallels.
  • The Expanse Useful for solar-system industrial politics and asteroid tone.
  • Arrival Useful for mystery, curiosity, and existential contact tone.

Design note on inspiration use

These references should be treated as anchors, not templates.

The project’s strongest identity comes from combining:

  • a single uploaded mind as player-character
  • automation as the language of survival
  • space expansion as an industrial problem
  • Dark Flux as a pressure on reality itself
  • late-game governance risk around copies and fragments