Oreworlds

News

Oreworlds 0.2.0 is now live for testing!

Oreworlds 0.2.0: A New Grid for Every World

0.2.0 is out. The biggest change in this update can't be seen in any one building. It's the ground they all stand on: the building grid has been rebuilt from scratch, and it's the grid every world in Oreworlds will be built on from here on.

![Laying a belt on the new grid](grid_belt_route.jpg)

Why the grid had to change

Oreworlds is played on small round worlds. The game splits each world into building cells, and until now it did it the common way: take a cube, puff it up into a ball, and cut each of its six faces into squares.

That works well in the middle of each face. Further out, the squares get pulled into slanted diamonds. At the eight corners of the old cube, three faces met and the cells leaned by up to 30 degrees. Even at the landing site they were a few degrees off. Belts followed the slant and machines didn't, so a tidy factory never quite lined up.

No square grid can cover a ball perfectly. The real choice is where the imperfection goes. For 0.2.0 we moved it somewhere you'll hardly notice.

Rows that go all the way around

Worlds are now built in rows of latitude. Each row is a ring of square cells that runs all the way around, the way Dyson Sphere Program lays out its worlds.

  • Every cell meets its neighbours at a true right angle, wherever you stand.
  • Every cell is within a few percent of a perfect square.
  • A building faces the same way on every cell, so a row of smelters is a straight row.

Because the grid is worked out from the size of the world rather than drawn by hand, it's ready for the worlds still to come.

![Smelters, a constructor and a lab standing side by side](factory_side_by_side.jpg)

Seam lines

A ring near a pole is much shorter than a ring at the equator, so every so often the next ring has fewer cells. Those places are seam lines.

  • With a building in hand, seam lines show in orange on the placing grid.
  • Belts, pipes and rails cross them with a small jog, and keep working on the other side.
  • Buildings have to sit on one side of a seam. If one would cross it, its ghost turns red and says so.
  • The first seam is about 18 degrees from the equator, and most of them are bunched up near the poles. Your starting area has none.

![A seam line: belts jog across it, a smelter that would straddle it shows red](seam_line.jpg)

The poles

The two poles are open ground. You can walk there, but there are no cells to build on, so there's no ore or trees there either. On the map they stay dark until you explore near them.

A new place to land

You now land on grassland near the equator, with room to build and, in most worlds, a lake close by for your first steam power.

![A world from orbit](world_from_orbit.png)

Also in 0.2.0

  • Train couplers. Locomotives and wagons are now joined by couplers and drawbars that follow the cars through corners and over hills.
  • Straight trees. Some tree models stood at an angle; they now stand straight.
  • Quieter miners. Burner miners now run with a steady, lower engine sound that no longer revs up and down.
  • Smoke and steam. Stone smelters give off smoke and coal boilers give off steam.
  • Pipes across seams. Pipes connect to pumps, boilers and other machines on the other side of a seam line.
  • A new icon. The game has a new icon on its window, shortcuts and installer.

![Couplers between the engine and its wagon](train_couplers.jpg)

Before you update

0.2.0 can't load worlds from 0.1.x, because they were built on the old grid. When you continue an old save, the game tells you, then starts a new world in a slot of its own; your old file isn't touched.

Playing together, everyone needs to be on 0.2.0.

Download

Already playing? Run the 0.2.0 update. New to Oreworlds? Grab the full installer. Both are on the download page.

Thanks to everyone who has been testing and sending feedback.

Introducing Oreworlds

Oreworlds is a factory-building game currently in development.

You arrive as the sole survivor of a crash landing on an uncharted planet. With no way to leave, you'll salvage what remains of your ship, extract the planet's resources and build an industrial operation capable of reaching beyond the surface.

The Planet

Oreworlds takes place on a fully spherical planet, built and explored in 3D. Its surface is laid out on a precise building grid, so production lines, rail networks and power grids can extend across the whole world. Each planet is generated from its own seed, with configurable ore fields, lakes, terrain and biomes, and a preview of the planet before you begin.

There are five biomes: grassland, forest, desert, frozen highlands and fungal lands. A full day and night cycle runs across the planet as you work.

Gameplay
  • Gathering and crafting: harvest wood and stone, mine ore and hand-craft your first machines.
  • Automation: burner and electric miners, two-lane conveyor belts, robotic arms, smelters and constructors.
  • Power: pump water and burn coal in boilers to drive steam generators, with power distributed across your base by power lines.
  • Oil processing: extract crude oil with pumpjacks and refine it into plastics, sulfur, batteries and advanced components.
  • Rail logistics: rail networks with stations, block and chain signals, and scheduled trains for cargo and fluids.
  • Research: labs consume research data to progress through a full technology tree.
Multiplayer

Oreworlds supports online co-op. Players can host a game and invite others with a join code to build together on the same planet. A Sandbox mode is also available, allowing unrestricted construction while every machine still needs real resources and power to run.

Technology

Oreworlds is developed in Unreal Engine 5.8, with support for hardware ray tracing and NVIDIA DLSS 4.5, including upscaling, Frame Generation and Reflex. All machines and structures are created specifically for the game.

Current Test Build: Alpha 0.1.5

Oreworlds is in early alpha. Testing is under way on Windows with Alpha 0.1.5, which includes all of the systems above, along with a redesigned interface, the research tree, Sandbox mode and a range of improvements and fixes. Feedback from testing directly shapes each new build.

Looking Ahead

The first chapter of Oreworlds is set on a single planet and builds towards launching satellites to survey the planet and the space beyond it. Further biomes, resources, machines and challenges are planned as development continues.

Further updates will be posted here and on our Discord.

DS Studios