Design & development Unity prototype → mobile / browser

MalkariSW

A simplified reinterpretation of classic Malkari — a Gene Vault AI expanding through a shattered binary-star system. Short sessions, orbital prediction, and territory control over micromanagement.

Session target 5–15 min
Orbit types 4 live
Platform goal Mobile + web
Core fantasy

You awaken as a Gene Vault AI. Your home asteroid drifts through chaos left by a rogue star. Claim rocks, harvest, build drones, predict paths, and contest rivals — win by dominance, survival, or points.

Original lore

A rogue star enters the system. Planets and moons are torn apart.

Gene Seed Vaults awaken after the chaos.

Survivors compete across asteroids in multiple orbit types — circular belts around each star and figure-8 paths threading both wells.

The 1999 vision assumed fixed circular and figure-8 lanes. Wide binary orbits are a modern addition enabled by today's hardware.

Map & orbits In build
Star A Star B Circular A Circular B Figure-8 Wide binary
Circular A (Malkari) Inner belt around the primary star. Tighter Ω, faster lane changes.
Implemented
Circular B (Ophion) Outer belt around the companion star. Opposite circulation sense.
Implemented
Figure-8 Shared chaotic corridor linking both gravity wells.
Implemented
Wide binary Modern addition — origin-centred wide orbit for long-range transfers.
Implemented
Current prototype — development status

Working

Solid
  • Multi-orbit asteroid belts (Circular A/B, Figure-8, Wide)
  • Physics-lite ENGAGE travel between asteroids
  • Human + AI guild factions
  • Claim flow, colonial survey, outpost construction
  • LCARS HUD, territory markers, gene/tech vault discovery
  • Damaged-hull hard landing + repair at outpost

Half working

Needs design
  • Mining & extraction (needs economy tuning)
  • Travel feel (non-interactive timed jumps vs physics ENGAGE — still open)
Travel direction

Non-interactive timed jumps felt more fun in early playtests; physics ENGAGE exists for skill expression. Pick one model and commit.

Next up

Roadmap
  • Lock down asteroid travel model
  • Fix and refine mining loop
  • Ship upgrades
  • Ship building
  • Outpost attack
  • Outpost defence
  • Victory conditions
Canonical gameplay loop (mobile-optimised target)
1
Claim asteroids

Dispatch from home vault; secure rocks before rivals or before orbit carries them away.

2
Harvest resources

Extract nickel-iron, rare metals, and vault-grade materials to feed fleet and structures.

3
Build drones & stations

Simple fleets — harvesters, scouts, fighters — plus outposts, extractors, shipyards.

4
Predict orbital paths

Semi-accurate ephemerides and drift variance; timing beats raw APM.

5
Contest drifting targets

Capture or fight over rocks that cross enemy lanes — conflict hotspots emerge naturally.

6
Win

Dominance, survival, or point thresholds — tuned for async and blitz multiplayer.

Future direction — Asteroid infiltration & claim 5 phases

Faithful to Malkari vault duels, compressed for 5–15 minute sessions. Spiritual successor to landing on a drifting rock, drilling into the unknown, and claustrophobic vault fights — without long turn waits or heavy UI.

Phase 1 — Spotting & timing

Asteroids drift past your home vault on semi-predictable paths. Send a drone now, wait for a better rock, or split attention across multiple targets.

Phase 2 — Landing & drilling

30–60s tap/hold drilling through ice, rock, metal, and void pockets. Race the orbit, rival drones, and power reserves.

Phase 3 — Vault breach

Unclaimed: install your core and take the rock. Contested: 3–5 drone micro-battle in tight corridors with drillable flanks.

Phase 4 — Claiming & building

One structure slot, one asteroid role (miner, relay, factory, scout), slow vault-core upgrades — readable on a phone.

Phase 5 — Orbital drift & risk

Predicted paths, drift variance, and support radius create safe expansion vs isolated high-risk outposts vs conflict hotspots.

Factions (Vault guilds)
Guild Playstyle Vault identity
Miner Guild Faster extraction, economy focus Industrial yield
War Guild Stronger drones and strike craft Combat primacy
Navigator Guild Orbital prediction and timing Path mastery
Bio Guild Vault expansion and adaptation Organic growth
Units & structures
Units

Drones — harvest, scout, fight. Simple counts, no army micromanagement.

Structures

Stations (defence, production, research), vault upgrades as HQ, outposts on claimed asteroids.

Multiplayer model
  • Async 1v1 / 1v1v1
  • Real-time blitz (5–10 min sessions)
  • Guild tournaments
Art direction
Stylised glowing orbital map Irregular asteroids, simple shading Minimal UI, radial menus, tap-to-command

Readability first: glowing vector orbital map, irregular asteroids, LCARS-inspired minimal chrome, radial menus for mobile. Desktop prototype uses 3D belts today; mobile target stays stylised and light.