500 Years
The sun will destroy the Earth in 500 YEARS.
Can you lead humanity with various PROJECTS to gain enough SCIENCE and RESOURCES to escape before it's too late?
But beware, as you must deal with the consequences of various EVENTS that will take place on Earth over the next 500 years...
HOW TO PLAY
- Gain 300 science and resources to build a ship and escape the planet.
- Play EVENTS in the top right corner to gain more actions while accruing years and other effects.
- Try to build a setup of buffs and passive effects that allows you to reach the requirements.
- EVENTS can and will appear multiple times, but they DO have a hidden finite number of uses of anywhere from 1 to 3. Be wary of that before you use all the less disastrous events. EVENTS also have different probabilities of occurring, with the most dangerous ones typically being less likely.
Dev Note: I realise now the project description for Quantum Internet is a bit misleading. I wish to note here that its effect does NOT stack. So there is little use to using it more than once. There are a small handful of projects that have little value in playing more than once, but the others are clearer.
Dev Note 2: Unfortunately, due to a bug, the
Reduce action cost of any card with ANTIMATTER in the title by 1
effect of the project Antimatter Research does not work :( Sorry about that.
Dev Note 3: The project Advanced Sensors is supposed to NOT draw the random projects and instead let you pick the same amount. Instead, it actually still DOES draw the random projects AND let you pick the extra amount. This can potentially even let you go over the hand size limit. So this project has a stronger effect than intended. Have fun with that, I suppose.
STRATEGY IDEAS
If you are having any trouble winning, or are just curious about the thought process behind some of these abilities, see below for possible strategies you could employ. None of what I list below is necessarily true, but it's what I found in my (limited) playtesting of this.
Strategy 1
While expensive, Asteroid Mining can pretty much solve your research problems if you can get it early enough. This will allow you to focus more on some of the more science-heavy cards. Granted, it is not an instant win. Multiplying the Mining Contract by 2 on its own is not super significant. But since it's multiplicative, it works off other boosts. Notably, the Factory City is good in pretty much all situations. This card could probably do with a nerf. Combined with Asteroid Mining, it means you get huge passive resource gain from just pulling projects with Project Proposal.
Strategy 2
There are many cards that provide bonuses for cheap cards and make just being able to spam 0-cost cards easier. Cheaper Alloys makes getting zero-cost cards easier; both the Cloning cards help improve spam potential, and both Quantum Internet and Quantum Gravity Sensor probably work too well in tandem for getting loads of science. Combine 0-cost cards with pretty much any passive increase, and you will pretty easily get huge gains with minimal issue. The Quantum cards are probably a tad too strong.
Strategy 3
You might notice that there are a lot more powerful science-boosting projects than resource-boosting projects. Well, Energy-Matter Conversion can pretty much make resource requirements moot. Just get a ton of science and convert it into resources.
Strategy 4
Standing Army combined with Secret Society can make you pretty hard to kill. You can stack Standing Army to because near invincible. Secret Society is not even needed that much, as war cards are in abundance.
Strategy 5
While tricky to pull off, the Dyson Sphere is just an insta-win. Unfortunately, it requires a fair bit of luck, and also requires you to get 2/3 of the way to filling science, and 1/3 of the way to filling resources, so at that point it might not be worth it. Might be fun though.
Strategy 6
Hail Mary can also just be an insta-win if you can pull off enough of them. This is probably easier to pull off than the Dyson Sphere, but would still require a lot of actions and a fair bit of luck. Ignoring any insta-win potential, it's still a useful project for winning in a pinch.
Strategy 7
There are some more obvious strategies like the Nuclear cards and the Antimatter cards. Unfortunately, as mentioned above, one of the Antimatter cards is bugged, so probably not a great strategy to follow :(
Strategy 8
Finally, some projects are just always good. Science Fair, Think Tank, Time Travel etc etc are probably just always worth having. Think Tank is especially useful to help alleviate bad luck.
DEV NOTES
This was my entry for the GMTK Game Jam 2026.
Due to time constraints, I did not have too much time to handle different screen sizes. Because of this, the game is better played in fullscreen mode.
I tried to make it so several viable strategies exist, so have fun discovering them :) Obviously though, I had limited time to do any REAL balancing, so I am sure some strategies will certainly be better than others.
Also, please make sure to appreciate the absolutely BEAUTIFUL art that went into these cards. Clearly my talents as an artist are wasted.

CREDITS:
Music by Kevin Macloed (https://incompetech.com/music/royalty-free/music.html)
Sounds used:
- https://pixabay.com/sound-effects/film-special-effects-slow-cinematic-clock-tick...
- https://pixabay.com/sound-effects/film-special-effects-cinematic-boom-soft-51393...
- https://pixabay.com/sound-effects/film-special-effects-space-rumble-76126/
Fonts used:
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Tarragonn |
| Genre | Strategy |
| Content | No generative AI was used |


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