Miners of Mars: Space Cowboy

About

A browser game about flying a heavy ship carefully. No launcher, no account, no store — a web page that generates a planet and then asks you to land on it.

What it is built with

TypeScript, three.js and WebGL, bundled with Vite. The world is generated in web workers so the page stays responsive while a 4096² heightfield is built, and the loading bar is driven by real generation progress rather than a timer — a fake bar desynchronises from the work immediately, and the player learns to distrust it.

Almost nothing ships as a binary asset. The terrain, the sky, the ore, the sounds and even the favicon are produced by code or by committed generator scripts, which is why the whole thing loads as fast as it does.

Why the ship flies like that

Mars has roughly a third of Earth's gravity and almost no atmosphere, and the flight model takes both seriously. There is very little drag, so nothing takes your velocity away for you: a slide across the pad does not bleed off, it persists until you cancel it. That single fact is what makes landing the interesting part of the game rather than the boring end of a flight.

The engines do not swivel, so tilting the hull is the only way to direct thrust sideways — which is why nose-down is forward. Mass matters throughout: the hover throttle for a loaded ship is not the hover throttle for an empty one, and no upgrade ever sells you more lift, because lift is the thing that makes the core interaction hard.

Development

The game is built to a written design log, and the section numbers in the source comments point back into it. Several implementation choices exist because the obvious alternative is subtly wrong, and the comment says which. There are around five hundred tests, most of which exist to stop a physics or campaign change from quietly breaking a mission that used to be flyable.

It is in active development. The changelog is the honest record of where it is.

Press and creators

Covering the game, streaming it or writing about it? The press page has the facts, the assets and what you are allowed to do with them. Short version: yes, monetise your video.

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