The Sun has become a red giant. Earth's oceans boiled away 200 years ago. The surface is
a cracked hellscape of magma flows, ash storms and superheated rock — utterly unrecognisable.
Humanity's last survivors live deep underground.
You have one task: build a factory network powerful enough to either
move the entire Earth to a new orbit — or harvest enough of the galaxy to
launch the species to the stars. Every world you play on is
procedurally generated. No two runs are the same.
This is not the Earth you know. There are no oceans, no green continents, no breathable sky. The Sun — now 180 times its original diameter — fills half the horizon, a blinding white-orange wall of plasma that never sets. The sky itself glows a deep permanent amber-red, choked with superheated particulate and vaporised rock.
The surface is a mosaic of cracked obsidian plains, rivers of slow magma, collapsed mountain ranges fused into glass ridges, and vast basins where seas once sat — now salt flats baked so hard they ring like metal underfoot. Ash storms roll across the wasteland at 300 km/h, stripping anything not bolted down to the bedrock.
Every world in The Reach is procedurally generated from a unique seed. The type, density, and arrangement of underground resource veins, deep cavern networks, ruined pre-collapse infrastructure, and geothermal hotspots are randomised each run. No two playthroughs share the same map, the same resource layout, or the same path to survival.
Your factory begins in the deep bunker layer — the only place still cool enough to work. From there, you drill outward, downward, and eventually upward — breaching the surface with armoured machines while you remain safely below.
Free. No account required. Automatic updates. Available on Windows, macOS and Linux. Multiplayer requires broadband — everything else runs fully offline. Every download generates a new world from a random seed.
⬇ Download v2.1.4 — Free