General info

The game is a browser-based multi-user platform where players can find and catch game elements (psychospheres) on the map, from which they can later collect game characters - Golems (NFT cards).

Player is an operator, a pilot! When Nighterra end the radio silence, there began a fever for the extraction of unique artifacts of the world that lies beyond the stars, but which can be reached by the hand of an operator-controlled Golem.

Noticing a moving light on the radar, the player puts a trap on the map in the hope of catching a "psychosphere" with a unique artifact - a code with a drawing of unique assets for Golems. Each Golem is a unique character with its own set of real characteristics, on which depend its activity in the game.

Genre of the game: Top view arcade in an open world with RPG elements.

Asynchronous multiplayer is present (players can communicate via notes, change the landscape of the map and build new objects on it, start duels, but they cannot directly collide, cause damage to each other on the map, etc.)

Target platforms: Browsers of popular devices including mobile devices

Screen format: Adaptive (game elements change depending on the aspect ratio of the screen)

Monetization: Buying and selling in-game currency and game elements

  • Purchase from the administration of the game through the internal store

In future iterations:

  • Purchase from other users through the built-in marketplace
  • Sale only to other players in an internal auction

Who is the player: A Golem pilot in a mobile module on a distant planet.

The main goal: Collecting the psychosphere and obtaining valuable artifacts (assets) from them.

Secondary goals: Exploring the map, exploring the lore through hints, discovering and overcoming new biomes and maps.

Plot goals: Finding the base of the expedition and the purpose of the expedition (pyramid)

Training: Interactive (mechanics shows by examples) + Contextual (the environment suggests a logical solution)

The game is addictive with the mechanics of creating your own species and breeding your created Golems. The player have to adapt and conquer heights directly with the help of perseverance and farm, with the help of cunning and rational use of available tools, skill, or with the help of an in-game store.

Game structure

Game structure

  • Starting page
    • Inventory (with category menu)
    • Shop (with category menu)
    • Cards (NFTs)
  • The game page
    • Choosing a landing point (choosing a free module)
    • The window of the game itself
  • Duels
  • Laboratory
    • Combination section
    • Cards

Golems Cards

Game cards are the main element of the game, without them the player cannot start the game.

Initially, the player can buy a card on the game's website page as NFT (not in the game). Additional cards can also be obtained on the website or collected from assets during the game.

The player places the card in the module at the beginning of the game and fights using the cards in duels, the stakes in which are the cards assets.

Card characteristics

The first characteristics are calculated from 1 to 10 randomly

Second characteristics, if the random number is greater than 5, then True, if less, then false, The rest are boolean

  1. The length of the flashlight on the landscape;
  2. Movement speed;
  3. Energy consumption rate;
  4. The radius of the trap;
  5. The radius of action of the snare;
  6. Radar size;
  7. Jump height;
  8. Resistance to gas;
  9. Corrosion resistance;
  10. Resistance to electrical anomalies;
  11. Ability to pass sand;
  12. Possibility of passing water;
  13. The possibility of passing fire;
  14. Possibility of passing acid;
  15. Resistance to cold;
  16. Heat resistance;
  17. Sees the mines of other users;
  18. Sees the traps of other users;
  19. Series (0 generation, 1 generation, 2 generation, 3 generation, New generation, Lost models, Epics);

* card may get new properties

The card defines a whole being - a Golem. It contains of:

  • The basics (in which its species is fixed),
    • Humanoid (smooth skin)
    • Amphibian (scales)
    • Insectoid (chitin plates)
    • Bird (plumage)
    • Animal (fur)
  • Lower limbs
    • Humanoid
    • Mermaid tale
    • 2 separated mermaid tales
    • Bird limbs
    • Insect-like (different species)
    • Paws
    • Hooves
    • Tentacles

    An additional variant of the limbs may be additional branching of all kinds

  • Upper limbs
    • Humanoid
    • Humanoid with an additional joint
    • Paws
    • Hooves
    • Tentacles

    Additional options of the limbs may be additional branching of all kinds

  • Chest limbs
    • Same as upper limbs but styled for chest
  • Back limbs
    • Feather wings
    • Leather wings (as bats)
    • Tentacles
    • Robotic hands and knees
    • Robotic serpent arms
    • Arthropod limbs
    • Fish fins
  • Heads
    • Humanoid without mouth
    • Fishlike
    • Insect-like of all types
    • Bull-like
    • Horse-like
    • Dog-like
    • Cat-like
    • Apery
    • Bird-like
    • Abstract and fantastic
  • Horns/Antennae/Additional antennae with eyes/ beetle-like antennae
  • Halos
    • Simple circles
    • Wavy
    • Sharp wave
    • With prongs
    • Double
    • Triple
    • Double wavy
    • Triple wavy
  • Additional details
    • Shining eyes
    • Shining details or inclusions
    • Smokey eyes
    • Smokey details
  • Masks
    • Golden
    • Wooden
    • Made of tree branches
    • Technical
    • Stone
    • Bone (made of animal skulls)
    • Metallic
  • Technical details
    • Similar to a human spacesuit
    • Similar to humanoid robots
    • Similar to non-human robots (resembling Giger biomechanics)
  • Armor
    • Breastplates
    • Shoulder plates
    • Knee plates
    • (Textures may be the same as masks, they are not provided for hands and feet, because there are a lot of different designs and most likely there will be distortions and layer overlapping)
  • Background
    • Different abstract black and white forms

* This is only a general list and variations of limbs, details and their style will be added over time.

To achieve diversity, instead of colors, a variety of textures and inclusions allowed for each detail. Acceptable colors in addition to grayscale are gold and red.

It is also possible to separate the upper limbs (the arms may be different).

Fantastic variations are available for all species that are not like the fauna of the Earth. These can be both fantastic shapes and their incredible combinations. There are variations on the theme of mushrooms, wood, shells, natural elementals (air, water, fire, stone, wood, leafy, etc.), creatures from mythology and other things.

Different types of golems are entirely gold, they may have all the same details as in other golems, but golden.

Elemental golems the rarest, then golden, after them golems with gold inclusions and halos, and then all the others.

To assemble a Golem card, you need to combine all the required parts in one card - the collected assets (code from the psychospheres) and the substance (4 pieces).

Series (generations)

We created 14 types of NFT's in 7 series of Golems

0 (zero)

Before blackout, the oldest Golems models, only 100 of them can be found on map in the form of skeletons. Characterized by the skeletal appearance of golems.

Zero series

Flashlight Length on the landscape 50
Movement Speed 50
Energy Consumption rate 50
Radius of Trap 100
Radius of Snare 100
Size of Radar 50
Jump Height 150
Extra Resistance to Heat, Possibility of Passing Fire
* Exact specifications can be clarified after the game balance test

0 (zero) + Burning / Smoking eyes

Golems who saw something that changed their optical systems, endowing them with special abilities.

Zero series +

Flashlight Length on the landscape 50
Movement Speed 50
Energy Consumption rate 50
Radius of Trap 100
Radius of Snare 100
Size of Radar 50
Jump Height 150
Extra Resistance to Heat, Possibility of Passing Fire, Sees the Mines of other users, Sees the Traps of other users
* Exact specifications can be clarified after the game balance test

1st generation

After the Signal and the first connections to the auto-workshops. Golems of the first series are most similar to humanoids, in some combinations they can include mechanical and robotic augmentations.

1st series

Flashlight Length on the landscape 100
Movement Speed 100
Energy Consumption rate 100
Radius of Trap 100
Radius of Snare 100
Size of Radar 100
Jump Height 100
Extra Resistance to Corrosion
* Exact specifications can be clarified after the game balance test

1st generation + Details on head

Mutation of the humanoid series of Golems that enhances Niterra's sensory perception.

1st series +

Flashlight Length on the landscape 100
Movement Speed 100
Energy Consumption rate 100
Radius of Trap 100
Radius of Snare 100
Size of Radar 100
Jump Height 100
Extra Resistance to Corrosion, Resistance to Electrical anomalies
* Exact specifications can be clarified after the game balance test

2nd generation

In the second series, the humanoid machines of the golems are supplemented with armor, including shoulder pads, breastplates, and tactical belts.

2nd series

Flashlight Length on the landscape 100
Movement Speed 50
Energy Consumption rate 125
Radius of Trap 100
Radius of Snare 100
Size of Radar 75
Jump Height 50
Extra Resistance to Corrosion, Resistance to Freasing
* Exact specifications can be clarified after the game balance test

2nd generation + Masks

In addition to armor, the golems of this series wear special masks that improve their sensitive abilities.

2nd series +

Flashlight Length on the landscape 100
Movement Speed 50
Energy Consumption rate 125
Radius of Trap 100
Radius of Snare 100
Size of Radar 75
Jump Height 50
Extra Resistance to Corrosion, Resistance to Freasing, Resistance to Gas
* Exact specifications can be clarified after the game balance test

3rd generation

A series of humanoid Golems enhanced with a giant robotic arm to carry out specific tasks in the world of Nighterra

3rd generation

Flashlight Length on the landscape 100
Movement Speed 125
Energy Consumption rate 150
Radius of Trap 125
Radius of Snare 125
Size of Radar 100
Jump Height 125
Extra Resistance to Corrosion, Ability to Passing Sand, Hacking of Structures
* Exact specifications can be clarified after the game balance test

New generations

Can be created in the game by the players themselves

Golems of the new generation have an animal appearance, they was made after the start of the "Klondike" and the discovery of the Quantum Gel (the first absorptions of the fauna). Characterized by combined lifeforms collected by Golems on the planet's surface and embedded in their bodies through information absorption.

New series

Flashlight Length on the landscape 75
Movement Speed 75
Energy Consumption rate 75
Radius of Trap 75
Radius of Snare 75
Size of Radar 75
Jump Height 150
Extra Possibility of Passing Water
* Exact specifications can be clarified after the game balance test

New generations + Limbs on chest

A subspecies of a new generation that received an original mutation in the form of an additional pair of active limbs on the chest.

New series +

Flashlight Length on the landscape 75
Movement Speed 75
Energy Consumption rate 75
Radius of Trap 75
Radius of Snare 75
Size of Radar 75
Jump Height 150
Extra Possibility of Passing Water, Hacking of Structures
* Exact specifications can be clarified after the game balance test

New generations + Details on head

A separate milestone for the development of a new generation of Golems in the physiology of which there are antennas on the head, which makes it easier to pass through electrical obstacles.

New series ++

Flashlight Length on the landscape 75
Movement Speed 75
Energy Consumption rate 75
Radius of Trap 75
Radius of Snare 75
Size of Radar 75
Jump Height 150
Extra Possibility of Passing Water, Resistance to Electrical anomalies
* Exact specifications can be clarified after the game balance test

New generations + Wings

A specific series of Golems based on models of golems from the New Generation with augmentation in the form of wings. The appearance of the wings deprives the Golem of the halo and, accordingly, the control of the earthly command.

New series +++

Flashlight Length on the landscape 75
Movement Speed 75
Energy Consumption rate 75
Radius of Trap 75
Radius of Snare 75
Size of Radar 75
Jump Height 150
Extra Possibility of Passing Water, Ability to Passing Sand, Resistance to Freasing
* Exact specifications can be clarified after the game balance test

Lost generation

Further hybridization of the Golems led to a parallel crossing of humanoid and animal forms, which endowed these biorobot models with special unique skills and systems for perceiving the environment.

Lost series

Flashlight Length on the landscape 75
Movement Speed 75
Energy Consumption rate 75
Radius of Trap 75
Radius of Snare 75
Size of Radar 75
Jump Height 150
Extra Resistance to Corrosion, Possibility of Passing Water, Sees the Mines of other users, Sees the Traps of other users
* Exact specifications can be clarified after the game balance test


Golems infected with "bloom". The one of the rarest collection of Golems presented in full gold. Not available for crafting in the game, you can only get an Epic Golem through the whitelist.

Epic series

Flashlight Length on the landscape 125
Movement Speed 125
Energy Consumption rate 125
Radius of Trap 125
Radius of Snare 125
Size of Radar 125
Jump Height 125
Extra Ability to Passing Sand, Possibility of Passing Water, Possibility of Passing Fire, Possibility of Passing Acid
* Exact specifications can be clarified after the game balance test

Epic + Wings

Golems of the Epic generation without halo, which emphasizes their independence from outside control and with wings. They have the highest stats in the game, including the ability to complete the rarest and most difficult environments. Only available for purchase through whitelist.

Epic series +

Flashlight Length on the landscape 150
Movement Speed 150
Energy Consumption rate 150
Radius of Trap 150
Radius of Snare 150
Size of Radar 150
Jump Height 150
Extra Ability to Passing Sand, Possibility of Passing Water, Possibility of Passing Fire, Possibility of Passing Acid
* Exact specifications can be clarified after the game balance test


  1. The gameplay takes place on the company's internal servers.
  2. Creating your own servers is not available.
  3. Users see other players as objects with which they cannot interact directly, only indirectly through notes, activities, duels and construction.
  4. If 2 players meet in the game, their modules stop, and the game offers them to arrange a duel (1 time per session, at the next meetings, these players can no longer start duels)

Gaming experience

The gameplay on the new Digital.Golems platform will be launched through several intermediate stages, each of which includes increasingly complex functions. After the launch of the alpha version, players will be able to make transactions and store their digital assets, as well as play and interact with other players from all over the world.

We expect that a wide variety of audiences will enjoy not only the gameplay itself, but also the real bonuses that it can give:

Social experience

Asynchronous multiplayer and common game elements in the store will allow users to contact each other enough not to interfere with each other's play. The "signals" system will allow players to exchange simple messages and emotions without having to know the language of a particular player's country. These types of experiences can attract communities of new people who spend time for activities that combine social and gaming elements.

The Creator's Experience

The experience of creating new Golems in the lab is ideal for creators who can create and create new NFTs. The creators will be able to facilitate an interesting experience not only for themselves, but also for the community itself, because they will enrich the NFT collection with their work.

Builder's experience

Each player has a set of tools that allows them to supplement or change the game map. Joint buildings will create a feeling of working on a common cause, which will increase the involvement of players in the world and add a general positive to the game process. All these tools and mechanisms will be able to interact with the landscape, change it, add on or even destroy it.

Exploration and Adventure

Unlike many game projects on NFT, the Digital.Golems game world has a full LORE and even the ending of the story with its final destination.

In future iterations:


Using the Godot engine will allow us in one of the future iterations of the project to port game resources (including assets for Golems) to the version of augmented reality (AR).

We see this mechanism similar to the mechanics of PokemonGo, only in our case the player places traps and focuses on the vector of movement of the psychospheres.

Static and dynamic objects of the game will be placed in a random order on the real locations of your cities (in places that are safe for catching).

The collected and caught resources will be synchronized in real time with your profile and will immediately appear in the inventory, which will be common for both the browser and AR versions of the game.

In-game glossary

  • Nighterra is a distant planet in a cosmic system without a sun with a unique, multi-layered biosphere. It is rich in unique resources. Officially inhabited only by the simplest forms of life.
  • Centauri is a corporation that explore and terraform Nighterra.
  • Sphere (psychosphere) - A carrier of information about alien technology or nature code.
  • Code/Asset is a part of a digital drawing (asset) of the Golem.
  • Digibyte - the size of the information that serves as the internal currency in the game.
  • The module is a device for moving on the surface of Nighterra controlled by the Golem's nervous system.
  • The vat is a slang name for laboratory equipment in which the process of combining the code obtained from the psychospheres and the substrate of the planet's soil takes place.
  • Substrate is nutrient fluid from the soil of the planet from which Golems are grown by code combination.
  • Combination/Conjunction is the process of combining the code obtained from the psychospheres.
  • Autofactory is an industrial facility deployed on the surface of Nighterra during the first expedition. It is equipped with automated systems capable of assembling mechanisms and equipment from improvised materials according to uploaded drawings.
  • Blueprint is a kit of assets sufficient to form a full-fledged Golem individual. Basically, it is a game card.
  • Auto-modules are search modules without Golems inside, work within a common logistics network and are used mainly for cargo transportation.
  • Ash, Lymph, and Flaurum are the resources of the planet available for extraction by users.
  • Electrons are power units of modules and game items.
  • Worms, Corrosive winds, airborne catfish, Fangfoots are representatives of the fauna of Nighterra.
  • The Ancients are a civilization that had inhabited Nighterra millions of years before the first expedition of earthlings.

The Story


Welcome to the year 2153. The earth is in economic and social decline. After the failure of the technology to renew fossil resources by dragging them from the coherent layers of the realities of the past, humans rushed into the depths of space, sending expedition arks to the nearest planets and satellites.

The crew of the first arks consisted mainly of scientists of applied sciences. One of these ships was a giant named "Sirius", which successfully landed and created a research base on a planet named Nighterra - a cold satellite in one of the starless systems, on the surface of which reigned eternal darkness. However, after some time, the Sirius team stopped contacting their owners, the Centauri Corporation, which considered the further exploration of Nighterra and the rescue operation an economically unprofitable action, writing off the Sirius mission to the company's losses. Later, this long-term silence from Nighterra will be called a "blackout".


Many years later there occurred an event that changed both the position of Centauri in the market of geological exploration of space objects, and the attitude to space research. This event was the receiption of a signal from Nighterra, in which were encrypted instructions for the organization of stable intercosmic communication channels with automated systems remaining on the surface of the planet. The signal was sent to all communication devices on earth at once. Centauri could not hide and confer this knowledge, which promised incredible discoveries for humanity. Many enthusiasts called this signal an "invitation" and predicted the beginning of a new gold rush with a klondike of cosmic proportions, but skeptics believed that all this was one big trap and people should not participate in it, but as it usually happens in history - gold shines brighter than any bright mind.


Although the author of the message was never identified, people were convinced that the information in the "invitation" was true, and after test connections, Centauri workers began to connect to an increasing number of automated autofactories, in whose warehouses biomechanical search engines called Golems were already stored.

These were the first generation of Golems - humanoid robots with a strong body made of adaptive materials that protects them from the aggressive environment of a distant planet and equipped with devices for sampling and studying various biomes. A distinctive feature of golems was their physiological learning ability. The psychoactive gel from which were made the Golem's muscular systems was able to absorb and interpret in its favor almost any material or technology with which it came into contact.

* Golems were banned on earth because of their genetic plasticity and, for safety reasons, were produced only on distant planets.

They were trained at the level of the limbic system, but they were actively controlled only by human operators. The first foray of the Golems was carried out via a new communication channel from earth. And the response time wasn’t different from the operator's work in the immediate proximity of the module. Further exploration of the territory adjacent to the autofactories did not clarify the fate of both the Sirius spacecraft and its crew, however, during these missions, were discovered resources that had not previously been declared in the space fossil catalog.

The technologies used in the exploration and development of resources were divided into 2 types: Human (those that people invented on earth) and "Distant" (those that were obtained as a result of exploring distant worlds, including Nighterra).

The information carrier in both cases was a code that people either sent to Nighterra or received it from Golems.

Try to generate the code

The code from the golems was not structured and was illogical, and in the visualizer, it resembled a radial geometric pattern. However, using the pattern from the first signal, the Proxima workers managed to decipher it and use it on earth to improve existing technologies and create completely new ones. Humanity embarked on the rails of the so-called "Progress 2" and Proxima soon began to sell licenses for open communication channels with Nighterra in a new market. So that everyone with a sufficient level of knowledge and resources could participate in the exploration of the world of endless night and become part of a new renaissance of humanity.


One of the most important resources that people managed to decipher from the code was the "quantum gel" or "Flaurum", which, when in contact with any computer system, changed it both at the engineering and atomic level, increasing the speed of computer technology in thousands of times.

Receiving more and more new information from Golems on the planet, people discovered a "blind spot" in the information field of the planet and then based on Human technologies improved with quantum gel, made the first prototypes of radars that allowed them to see what was hidden in parallel layers of the reality of Nighterra. It turned out later that on the surface of the planet, life and similar forms evolved in parallel, existing in adjacent layers and wave spheres of the planet. In one of these spheres, objects moving along a sporadic trajectory, first called "phantoms", were captured using radars. It took a lot of time when people could not understand how to interact with phantoms. However, after discovering a unique resource on the planet itself, they could create traps in which they could catch those phantoms. After a long study of the captured phantoms, it was decided to rename them "Psychospheres", because the code deciphered in them most resembled a cast of a creature with interspersed patterns like the DNA code, and most of all resembled the patterns of behavior used in the automation of Golems. The operators were even more surprised that the Golems turned out to be 100% compatible with the code obtained from the psychospheres, which allowed both improving Golems and creating new generations from scratch that could cope heavy work and were more adapted to the environments of the planet.

The more territories the operators discovered with the help of Golems in search modules, the more secrets and incredible finds were presented to them by Nighterra as a place of saving knowledge for humanity. However, humanity needs to be ready for whatever comes, because the planet is not very known and behind the brilliance of scientific wealth, you cannot see the impending catastrophe.

Expedition notes

Lore details scattered across the map in different places in the form of text diaries.


  1. The information is provided as part of the logging of Captain Monroe's expedition to the object called the "pyramid". Based on the results of the analysis of increasing cases of local earthquakes and abnormal activity, they managed to triangulate the point of a possible epicenter of abnormal energy emissions affecting the performance and behavior of Golems. Cases of refusal to work, unauthorized movement and breakdowns of Golems have become more frequent. Captain Monroe believes that the reason could be a quantum gel.

  2. The report is a catalog of quasi-biological life forms that were encountered by the expedition in the early days of the group's rout. At the end of the report there is a small note from the staff biologist of the team: "Living forms seem to change generations, shedding their skin many times, and under each new layer there is less and less rational logic of evolution and more and more surreal forms, frightening with their abnormality." The phenomenon of dried husks of fauna formed clouds of ash, moving in the wind like flocks.

  3. In the report, the captain tells about the strange disappearance of the geologist of the group. After the night earthquake, he secretly went to the opened cave to which the group followed him by a safety rope. For 6 hours straight, the group members have been waiting and trying to contact the geologist, but no one went into the depths of the cave for him, even after a direct order from Captain Monroe, causing this irrational fear, which struck the consciousness with its animal force when approaching the cave, as if something deliberately radiated this fear, not letting anything alive inside.

  4. After a long track across the mountain range, the team saw the first structure of unnatural origin since landing on Nighterra. The structure was a convex disk sticking obliquely out of the ground, a mile in diameter. On the surface of which the technician found rare writings and, for some reason assumed that they were of a religious nature. At the same time, began equipment problems.

  5. The first real shock for the team. Most of the group was struck by a strange anomaly as a result of which people could not take off their suits, when trying to detach the armband or helmet, person experienced unbearable pain. The captain assumed that this happened after passing through a cloud of unknown nature in the tunnel immediately after the disk was found. Cloud samples were taken along the way. The crew is waiting for the results from the mobile laboratory.

  6. The result of the study of samples from the anomalous cloud was the assumption of the captain's mate that the cloud had a common nature with the quantum gel. The spacesuits of all the participants were firmly rooted to the bodies, and in some places began to appear vessels and nets of small capillaries. The remains of oxygen were left because either the biome was rich in the necessary gases or people did not need the oxygen anymore. It was decided to move on.

  7. In the swamp at the foot of the pyramid, the group found a fossilized object of unknown nature, but supposedly manufactured industrially, the captain named it "Adam". The analysis of the structure was similar to a substrate and a quantum gel (flaurum). Next to Adam, were also found traces of presumably Golems of the first series with footprints not from the module. However, neither the team nor the captain remembered anyone bringing modules to these biomes.

  8. From the abrupt description, when approaching the pyramid, Golems that were considered missing came out to meet people. They were not aggressive, and people could approach them and enter the pyramid. There they saw opened "Gates"... further recording is damaged.

Decoder's note: based on the diary and the information received from the video recorders and sensors of the spacesuits, the most likely assumption is that after contact with a certain substance (presumably a quantum gel) The golems gained self-awareness and went to the source, the parallel development of the planet caused a blackout - activation of the pyramid's security system, which generated a certain release. The captain of the expedition compared this to a volcanic eruption and suggested that the reason was the drying up of the underwater rivers of the Nighterra during the construction and operation of the 3rd autofactory.

The further fate of the expedition members is unknown.


The formal goal of the game is to get to the pyramid, which will turn out to be a teleport through which the mind of the ancients in the bodies of Golems will invade the earth.

LORE details


Golems can't fertilize like humans. In order to get a new Golem, you need to mix the genetic code from the extracted assets and upload it to the computer of one of the atomics scattered around the world map. After that, automated production will create a model for you with the characteristics specified in the program.

Among the oddities noticed after receiving the video signal from Nighterra, after a long silence, there was smoke coming from the tall pipes of autofactories. Though if you believe the preserved technical description of the productions, it differed in color from the standard exhaust.

Telling the log obtained when connecting to the production terminals immediately after the blackout, someone maintained the operability of the known complexes, otherwise the huge spider-like machines in the deep labyrinths of factories not adapted for living humanoid and other forms would have crumbled long time ago under the influence of the aggressive environment of Nighterra.


Golems are biomechanical devices with unique properties controlled by operators from the Earth, developed (grown) under the aggressive environmental conditions of Nighterra.

Golems have unique features:

Walking laboratories

For many centuries they have been used by people to explore resources on distant planets.

Energy storages

The continuous operation of Golems without recharging is ensured by their ability to accumulate energy of different nature, from thermal to chemical and wavy.


The genetic flexibility of Golems (the ability to absorb the flora and fauna of the environment) allows Golems to quickly adapt to super-aggressive environments, which sometimes turns them into exotic and frightening forms.

The flesh of the Golem is hard, but flexible, the gene-fluid structure allows them not only to adopt useful external signs from the fauna of Nighterra, but also to absorb technologies, both human and unknown. In fact, they are mobile laboratories based on a supercomputer in an indestructible case.

Only another Golem can destroy a Golem.


The module is a vehicle that visually resembles old bathyspheres. The module is only an interface, it is like a "mirror" and its technical characteristics directly depend on the abilities of the Golem inside.

It has a hold volume in the form of a grid of hexagons, can be expanded due to augmentation.

Mechanics of modules in the game

Modules, moving across the landscape, move with wheels or tracks (exhaust from pipes and a trace of landscape dust should is visible).

The module should provide for its positions when moving along the inclined surfaces of the map (skews), it is possible to accelerate at straight distances.

Additional mechanics of the search module

Are not augmentations of the module but are available immediately by default in all.

  • Search module jumps,
  • Module boost,
  • Activation of temporary invisibility (spends 3 times more charge in the flashlight),
  • Turbo light - Highlights invisible obstacles, consumes 2 times more lantern energy than ordinary light,
  • Ram - destroys blockages on the map that can only be rammed at a certain speed


The main source of all the gifts of Nighterra is the code that you receive through the study of trapped psychospheres.


  1. The usual (most common) give Golems assets from the flora and fauna of Nighterra.
  2. Human (rare) give Golems mechanical assets (based on the technologies of old earth). There is an opinion that this resembles how Nighterra remembered the first colonists in their mechanized spacesuits.
  3. The ancient (the rarest) give assets of unknown alien technology, most reminiscent of Giger's work on old earth. They say that those psychospheres contain souls of murdered forerunners.


  1. Blurry (the owner does not know the code of which asset is inside)
  2. Transparent (the owner has looked inside and knows what he is selling)

The spheres caught in the trap give shape, using the soil (substrate) in which they were caught, the soil becomes their body, and the essence of their spirit (code) determines their morphology and characteristics.

Spheres are born in caves. The player may stumble upon one of these having fallen into it (the soil of the entire cave crumbles). The cave always looks like a well-recognizable outline of a part of the skeleton of a huge creature (rib cage, lower jaw, palm bones, hip bone).

Cryptographic Keys

To activate the Golem, you need to load a "cryptographic key" into it - a program that can be visually represented as a coleidoscopic figure with streaks of code lines running from the center to the edges of the figure. By combining the code, you can create different golems.

Depending on the cryptographic key, the Golem takes various forms that give advantages in a particular Substrate (soil).

Game mechanics

DIG is an interactive game with elements of exploration, survival, crafting and fighting. Each DIG card is a part of the game universe. DIG mechanics reward each player based on their efforts and skills in the game.

Basic mechanics are:

Mechanics on the map


  1. The player is in the "Module" located at the bottom of the screen in the center
  2. A flashlight shines forward from the module for a certain length
  3. The module can move along the plane
  4. In the upper left corner, the player has a set of traps that he had previously bought in the store for domestic currency
  5. Just below the traps there is a flashlight icon indicating the number of cells and a number showing the time that the flashlight will shine
  6. In the upper right corner, the player sees a radar that displays an open map and active elements
  7. Provide that the module may have new properties and capabilities
  8. Before starting the exploration, the player chooses where to "land". Free modules are randomly generated on the map territory open to all players, for each player entering the game there should be 5 free modules available for landing

Catching Psychospheres

  1. The moment when the object "a sphere" enters the radar range, the player sees its movement on the radar (the vector is determined by the "tail" of the movement (like a comet, only in our case with a dotted line)
  2. The sphere moves in its layer, which is visible only on the radar, the player does not see it on the landscape.
  3. Having calculated the approximate place where the sphere will be in the next instant, the player can put a trap on the landscape and if the trajectory of the sphere falls into it, it is assumed that the player has caught the sphere, after which the trap with the sphere is displayed in the player's upper left corner next to the empty traps.
  4. All spheres on the map move at different speeds.
  5. There should be a lot of spheres on the map, but the player should not meet them often.
  6. Spheres should move randomly on the map (it is possible to come up with some algorithm when spheres ricochet about elements invisible to the player on the map).
  7. Spheres can pass by map elements that are impassable for the player (water, stones) because they move in a different plane).
  8. After the end of the session, the sphere is displayed in the laboratory inventory.
  9. Together with the sphere, the player receives the "substrate" - the land in the biome of which he caught the sphere (for example, sand, black soil, clay, ash, etc.).

Searching for new autofactories

Abandoned autofactories can be found on the map. Each specific autofactory specializes in a certain type of Golems and after receiving a set of drawings from there, you can collect Golems from previously inaccessible species. For example, if previously were available only insectoid assets, then after finding a new factory specializing in hydrophobic biomes, it becomes possible to attach different assets to your Golems.

Drawings of all factories are immediately available in the store for in-game currency.



Having met another player on the map, the user can offer them to create a joint in the form of a sequence of modules. In this case, energy consumption is reduced by 25%. The traps are summed up and remain in the control of the head module. The determination of the head module, as well as the distribution of resources collected by the caravan, occurs randomly, by throwing dice.

In future iterations:

Collective construction

The crossings built earlier by someone remain for all the time and others can use them

Constructions build of

  1. Lymph
  2. Ash

The construction requires the energy consumption of the module

  1. Electrons

They are put on the map by analogy with the placement of a trap

You can't break other’s buildings

Available buildings

  • Bridge section (connection of several sections is possible)
  • Descent down to 1 level (connection of several sections is possible)
  • Rise up to 1 level (connection of several sections is possible)

Rent of hunting grounds

The player buys a beacon bait in the radius of which only they can catch psychospheres.

The beacon bait operates on an unknown type of energy and therefore has its own service life. Not renewable. After the charge runs out, they disappear from the card.

Available only in the in-game store.

Social activities (Signals)

A set of images that appear above the module at the player's will and choice. They signal the intentions of users. May be sincere or to confuse another player.

Resources and their collection

The cosmic distances to Nighterra don’t allow receiving physical cargo from it, but instead this unexplored planet is a source of a more valuable resource - knowledge, so necessary for humanity right now - in the age of loss and decline.

Knowledge is obtained by earthlings through a signal from Nighterra in the form of a program code that was deciphered by Earth specialists quite recently. The carrier of the code from Nighterra is the Psychosphere - an intangible moving object that is registered only by the devices of the search modules.

In addition to the spheres, the Golems analyze and send information about the resources founded on the map. Their chemical composition and physical properties are transmitted in the form of a code.

Resources available on the map:

  1. Lymph is food for Golems,that restoring their original characteristics. It is extracted by finding a cacoons in web of Fangfoots and geted player by knocking down them with the module as it moves.
  2. Ash is a nanomaterial from which Golems are built. It is present as impurities in different biomes, mostly in black soil. It is extracted by excavation (soil development) by clicking on a specific button on the game page.
  3. Flaurum (Quantum Gel) is a precious mineral that is used to increase the performance of computers. "Growing" in complete darkness and the atmosphere of the planet (in fact, this is not growth, but crystallization from the darkness, which sticks to the living in the form of golden sand). The process of extracting a Flaurum goes by finding golden flowers. The Golem is located next to the flower and activates the collecting. At the same time, the energy of the flashlight is spent 2 times more.
  4. Electrons are cells with an electric charge used for the operation of lanterns and other activities. They can be found in ruins and remnants of old equipment.

* Psychospheres, info notes and boosters are not resources.

* You can increase your chances in the game by collecting and buying resources. In addition, many of them open accesses to finding new assets building and obtaining unique game items.

* All resources are available in the game store from the start.

* The difficulty of extracting resources increases over time and with an increase in the number of players.

Non-purchased resources

Old models

You can sometimes find on the map the skeleton of one of the old models of Golems released and working even before the blackout, if you add some resources to such a skeleton, you get a full-fledged Golem of high rarity.

Skulls of the unknown

After collecting the skulls of unknown animals on the map, you can use them as assets and create unique Golems with mask as Skull

In future iterations:

Privatization of autofactories

The user can claim the right to own an autofactory founded on the map and buy it at common auction.

Participants - All users

Owner - Centauri Corporation

Owning a factory allows you to run modules with golems in automatic mode: modules themselves move around the map and catch psychospheres and collect resources.

Important! On the real map, auto modules are not displayed, and their resources appear in the autofactory cabinet automatically, generated by the game code.

The Parts of the management of the autofactory, in addition to the production of modules , are Providing resources for them to work:

  • Electrons
  • Lymph

Protection of autofactories

A privatized autofactory emits more heat and harmful emissions than a factory in passive mode, which causes a response from the fauna of the planet, which attacks the structure with waves. You can protect yourself from attacks by building protective structures in the form of ditches and fences under current (they are powered from the general power system of the autofactory).

  • Ditches
  • Fences
  • Electric fences
  • Mines
  • Turrets

At the same time, fauna attacks cannot destroy the autofactory, but in case of a successful raid, the player loses ownership of it and after a while (while the automatic systems restore the factory's mechanisms) can re-buy it at auction.

Hacking objects on the map

Some objects on the map are closed (domes, caves, etc.). They can be hacked using a simple system of selecting characters

Looting of automodules

There is some number of automodules run their routes on the map, which, according to the old program, carry goods from one autofactory to another, from a source of resources to autofactories. The player can knock down such an automodule and collect from its remnants a certain number of resources or game items.

The number of modules on the map is always approximately the same and is replenished depending on the units destroyed by users.

The contents of the holds of the automodules are formed randomly but must contain a small number of items or resources useful to the user.

Module repair

During operation, the module can be damaged by the environment. In this case, you can use Repair kits for modules.

The repair kit is taken with you into the module and can be applied right on the way.

Available in the in-game store and rarely in modules wandering around the map.


A place where player Combining - mixing DNA codes from psychospheres and receive (or not) new Golems (NFT).

User can collect new characters (cards) from the found components and parts obtained as a result of duels and catching of psychospheres.

Contains of:

  • A set of cells where the user adds assets from the inventory
  • A vat where user adds a certain "Substrate (soil)"
  • A progress bar that shows readiness for the "combination" process, depending on how many cells and a vat are filled

There is also a field indicating the price, increasing the value in which the player can increase the chance of a successful combination of elements (initially the chance is 25%, you can buy 25% but not more than 75%)

After a successful combination, the player receives a new card that can be used in future exploration, fishing and hunting

In case of failure, the player loses all but 1 asset from the cells (which is saved randomly)

In future iterations:

Player can mark in which direction to develop the monster (characteristics tree)

Substrate (soil)

Environment / Soil / Substrate - the soil in which the psychosphere was trapped. After capturing each psychosphere adds to the inventory 25% of the amount of substrate required for crafting a new Golem.

Those. to create a Golem in the laboratory, the player needs to catch 4 psychospheres in the same soil.

In the inventory, this is a picture in the form of a quarter of a circle (like a piece of pie).

Collected parts of the substrate can be "stacked" in 1 "cake" then quantity is sufficient to create a Golem.


Placing Golems in a nutrient flask, where for in-game currency user can buy the time that the Golem will soak in the flask, after that its characteristics grows.

There, when choosing a specific Golem and preservation time, there is an online calculator that shows what characteristics the Golem will have after the selected preservation time.

Time is bought for Digibytes, after this time the characteristics increase.

You can choose 1 characteristic, and it increases by 1 unit per week.

The price for an increase for a certain period is floating and is indicated by the administrator.

Technically, it works like this: at the start of conservation, the start and end dates of conservation are recorded in the blockchain, and this is displayed to the user through the server, and when the time expires, the user will send a request and the contract will compare the end date and the end date.

* If you remove the Golem from conservation ahead of time, payment will not be returned.

Feeding Golems

To make the game process more lively and add extra challenge, we decided to introduce such mechanics as Feeding the Golems.

Gradually, the characteristics of Golems decrease, and the player needs to feed them to return them to their original values. Food for golems is a resource - Lymph, which can be collected on the map or bought in the in-game store.

After each session of the game, the characteristics of the Golem used in this session will slightly decrease. Golem can be used for the next sessions, but its low values will make difficult some activities in the game.

Because Golems are partly biological creatures; for their full functioning, resources are required. This mechanic is called "feeding" in the game. You need to feed the Golems with the resources collected on the map.

Feeding takes place in the inventory menu by simply dragging and dropping a specific resource onto the active Golem "doll".

Feeding the Golems is optional, but if you do not feed your Golem, its characteristics will decrease and it will be more difficult to perform in-game activities.

PVP Duels

  1. After the users have met, the game offers them to arrange a duel (while both players are on pause at this moment)
  2. If both players refused, they can safely leave and in further meetings the game will no longer offer these players a duel until the next session in the game
  3. If only one of them refused, then after both voted, the game will require the one who refused to pay off with the internal currency
  4. If both have agreed, then the duel begins
  5. The duel consists of 2 characters with a set of cells on each: On the left is the player's puppet

    On the right is the opponent's puppet

    In the middle is a randomizer in the form of cubes (in the form of 2 crystals)

    The player marks their puppets areas that they protects with blocks (each time throwing dice to get protection points)

    They marks the enemy puppets body areas they attacks (also throwing dice every time to get attack points)

    There are only 7 cells in each puppet, 6 in a circle and 1 in the center of it

  6. It is necessary to provide that the system of duels in the future may become more complicated in the form of additional cells or effects superimposed on top of randomizer points
  7. The winner is the one who eventually received less damage after 1 or more rounds than they inflicted on the opponent
  8. After the victory, the defeated character is divided into assets and gets into the player's laboratory
  9. Duel statistics are displayed on the home page in the table form


The game has a rating system in which users can receive real bonuses for TOP places. The rating is formed based on the sum of user activities, as well as for completing game challenges.

Rewards differ depending on the activity and season of the competition.

Gain services

The game provides a scholarship system, which is a referral link that gives limited access to a character/module/drone so that the Gain-master can upgrade someone else's character for in-game currency or contractual items.

It is part of the bulletin board functionality where users give quests to each other.

  1. The customer exposes his character
  2. Specify the level to which he needs to upgrade, the branch in which to gain and the allotted time
  3. Gain-master offers his services
  4. The customer agrees to this candidate or not
  5. After all conditions done the Gain-master receives a reward


The fauna of Nighterra is represented by several species of quasi-living creatures, each species of which is associated with a certain resource on the surface of the planet or in its bowels.


They attack from underground if the module stands motionless for a long time (this is due to the disappearance of modules after the end of the player's session.)

Related environment is Ashes

The chance and time after which the worms attack depends on the percentage of ash in a particular biome

Protection - building of lighthouses

Corrosive winds

A formless anomaly with the habits of a living creature. Most of all resembles a swarm of yellow locust. Immune to any damage.

Related environment is Flaurum

Protection - high resistance to corrosion damage

Airborne catfish

Flying creatures resembling fish. They are collected along old equipment, where there may be whole cells with electrons

Related environment is Electron

Protection - unknown


Insect-like creatures that live only in warm biomes. On the patterned nets of which you can find cocoons with Lymph.

Related environment is Lymph

Protection - unknown

Game items

Means necessary or increasing the chances in the hunt for psychospheres and available in the game store.


Used for catching psychospheres, Available in the play store


Similar to traps. Snares are placed on the map on the off-chance, and work all the time while the player is in session (they are cheaper than traps). Available in the play store.

Setting traps on the map without searching (Can be collected by other players)

Hidden traps (not seen by other players)


Be aware and attentive. As a real hunter, you can easily get on the trail of the movement of the psychosphere or a valuable resource if you pay attention to the hints left by the Nighterra. So, in places of flowering, you are more likely to find a Flaurum, and by scattering the ashes be able to catch the wind, the direction of which is the best compass towards a biome with a high Ash content.

Environment Detector

Mini device in the corner of the screen. One arrow for different types of aggressive environments (depending on where the module gets on the map):

  • Toxic gas,
  • Radiation,
  • Corrosion,
  • Interference

At the same time, there is a thermometer in the center of the detector showing the temperature of the environment -100, 0, +100

Baits (beacons)

Fixed structures installed as traps in a radius of action, which increases the chance of catching the psychosphere. They have an irreplaceable energy source (because it is considered to be a lost technology of the ancients, the principles of which have not yet been disclosed).

Within the range of the bait, they cannot catch the psychospheres of other users and cannot challenge the owner of the lighthouse to a duel.

It has a negative effect of attracting one of the representatives of the life form of the planet in its aggressive form (Fung Centipedes, worms, corrosive winds, airborne catfish)

Terraforming emitters

Installed by analogy with beacons and allow you to "burn" the entire map layer with all content, including resources and fauna (does not affect other users).

With the help of emitters, players can reach new map layers with their biomes and resources.

Terraforming can also help open a passage to a closed biome.

The emitter will not work if any of water within its range.

Starter kits

Kits available in the store, which immediately contain the necessary minimum to start the hunt. Includes:

  • Electrons - Batteries for for a flashlight and other equipment
  • Traps and snares - Items for catching psychospheres
  • Substratum (soil) - Material for combining assets and creating Golems

Starter kits are sold with a 20% discount on the amount of their constituent items


Environment elements scattered around the map and sold in the store, which temporarily increase the characteristics of the module

  • Eye - Temporary Radar Magnification
  • Spark - temporary illumination of the entire visible field with the module
  • Yellow mushrooms - temporary invisibility for other users
  • Berry - temporary increase in movement speed
  • Bone powder - increases all of the listed characteristics at once

Repeated usage of boosters adds time to those already activated.

All boosters are only available in the in-game store.

Repair kits

To fix golems after or in-time of game session.


Creates points of light on the map in addition to the lantern. They are valid for a certain time. Equipped for the game session in the same way as traps.

Discounts in the store

We plan to reward our players with regular promotions and discounts in the game store, timed to coincide with the holidays and project events.

Subscribe to channels of the project to stay tune with news and current discounts!

Augmentation of module

A set of chips programmed with specific abilities.

To gain an advantage over competitors in hunting and gathering resources, you can use protective equipment that can be used to equip your reconnaissance module.

Activation of a specific augmentation occurs through the connection and disconnection of certain wires from the card to the module on the screen with the game. The player with the mouse takes the plug of the wire from a particular augmentation from the available ones and connects it to the selected card. After that, this ability becomes available for the module.

All module augmentations are only available in the in-game store.

Types of augmentation:


Allows players to drag each other around the map if they fall within their line of sight

How does it work:

  1. The enemy enters the player's field of vision
  2. The player "captures" the opponent with the mouse and he has a limited amount of time to drag or push the opponent

When throwing back, the player needs to make a sharp movement with the cursor, then inertia is activated and the enemy will be thrown back, and not dragged across the map.

IHTIO transformation

Transforms the module into a waterfowl that moves very slowly on land, but swims quickly and deeply.

Limited time duration (wasting energy)

ORNIO transformation

Transforms the module into an aircraft that allows it to overcome various obstacles at the same height.

Limited time duration (wasting energy)

Hacker (level 1)

Allows you to collect items set by other users from the map (traps, snares, baits).


Increases the volume of the hold by a certain number of cells (can be installed indefinitely).

Impulse (level 1)

Illuminates the entire map for a while (part of the energy is spent at a time).

Impulse (level 2)

Along with highlighting the entire map, it also highlights certain active map elements (traps of other users, cave holes, etc.).


Allows you to see zones with different atmospheric phenomena in real time on a large map. (powered by the total energy of the module).

Vibration shock

It knocks out all connected augmentations from the enemy and the player will have to reconnect the necessary wires.

Increase in the hold

Expands the volume of the hold by a certain number of cells (can only be purchased up to a certain number of cells in the hold).

Default protection systems of the module

In the factory assembly of the module, there are already a number of built-in tools that can help the player get an advantage when moving around the map.

  • Spill oil (poorly managed for some time)
  • Tar (the enemy sticks for a while)
  • Noise spores (break the enemy's radar)

Game economy

types of resources, their purchase and sale

DIG is a commercial entertainment project designed to educate people about the benefits and benefits of blockchain technology and the NFT market in particular.

We are dedicated to building a universe where work and play become one, where everyone can expand their economic opportunities through gaming experiences and unique content.

Nighterra is a gaming universe where, through investment in the economy and skillful play, anyone can earn rare and valuable cards.

Thanks to a well-thought-out economic model, DIG is not only a game, but also a social community, and we are always attentive to the needs of each of its members.

Real Play-to-Earn Economy

The key difference between DIG and traditional computer games is its economic model, built on the principles of real rewards in the form of unique cards and rewards for active contributions to the ecosystem.

Game currency (Digibytes)

The game has a local currency DBT, that is synchronized with the currency on the site.

With it, you can buy all the resources, items and starter kits available in the store.

In future iterations:

Golem assets are sold on the website in the marketplace section.

Each user has an account that will be the same for both the site and the game and available both platforms.

Golem Economy (cards)

  • Draws - Participate in the lottery to receive the Cards
  • Purchase - Buy cards from serial lots by appointment in the Whitelist on the internal marketplace or through third-party auctions
  • Breeding - Display unique types of Golems (The derived Golem will be displayed both in the game and in the user's wallet)

In future iterations:

  • Rent - Rent Golems from other users or rent your own
  • Steak - A sufficient amount of the Digibytes internal currency steak will allow you to receive new NFT cards for the game.

Resource economics

  • Collect - Collect resources in the game
  • Buy / Sell - Convert resources into in-game currency (Digibytes) and vice versa

Product categories in the store

  • Game items
  • Resources available on the map
  • Laboratory equipment and reagents
  • Golem Assets (codes)
  • Augmentation for modules
  • Boosters
  • Repair kits for modules
  • Psychosphere
    • Cloudy (the seller does not know what is inside)
    • Transparent (the seller knows what is inside)

* The purchase of land is not provided so that this resource is not finite.

In future iterations:

Sale - Auction on site pages (for other players)

  • Psychospheres (cloudy and transparent)
  • Golems
  • Resources collected on the map


Because the map is very extensive, it will be generated from a set of elements that make up specific biomes and landscapes, and also take into account that these assets will be added in the future.

The map is a multi-layered surface with a landscape. The map is divided into sectors, each consisting of a grid of hexes. A hex on the map is a functional cell and the entire map is built from their groups, single and active elements occupy one hex, larger objects and large map elements from 2 to 1000 hexagons.

Visually, the map is a multi-layer plane with interactive and static objects. By default, the user moves on the surface (level 0)

The landscape of the map, as well as the filling of the world, is generated automatically based on the previously laid down patterns and randomizers.

Map levels

  • -2 - Deep caves, bottom of canyons, reservoirs
  • -1 - Shallow caves, bone-shaped psychosphere caves, craters, ditches and ruts, swamp
  • 0 - Planet surface (divided into biomes)
  • 1 - Small hills, small buildings and industrial facilities, rocky islands in the desert
  • 2 - Large hills
  • 3 - Mountains (impassable)

Map limitations - if the module goes beyond the map, then the module is desynchronized with the pilot.

In future iterations:

An important point: in one of the mechanics of the game there are Emitters - these are game items that allow you to terraform (in our case, this is layer-by-layer removal of map layers with the discovery of new reliefs, biomes, resources), so you need to immediately draw a 6-layer map, or rather generate her.

Features of the Map mechanics

  • By default, the entire map is hidden by darkness
  • Unlocked areas are displayed on the radar, but not on the play area
  • The play area opens only in the light of the module's flashlight
  • All users have one common card
  • The landscape of the map is generated automatically as new sections of the map are opened, while regardless of who opened this section, it is recorded in the general map for all users
  • The map is generated from predefined png or 3D elements, while it should be possible to add new elements when part of the map is already open
  • Depending on the biome, its land is a certain " Substrate (soil)" that is used to create new cards in the Laboratory

Exact specs to be finalized by game launch

In future iterations:

  • It is envisaged that the map can have dynamic properties and layering



Deciduous and coniferous trees mixed with some splashes of meadows. There are water formations.


Impenetrable water surface with sod film. Rare bushes.


Irregular surface with sand dunes and occasional interspersed rocky islets. No vegetation.

Black earth

Same as the desert, only with black earth rich in Ash. There are inclusions of acid puddles and lakes.

Ash fields

Absolutely smooth fields, covered mainly with man-made objects and the ruins of the skeletons of buildings.

Magma fields

The area is mainly lava, with frequent islets with and without barriers, ridges and small plateaus.


Icy hilly area with high inertia when cornering and stopping. Distinctive features are the presence of translucent ice tunnels and arches; the tundra is adorned with large luminescent crystals.

Rusty fields

Areas with uneven surfaces that are difficult to walk. They have a red color interspersed with black obelisks and an abundance of wires between them.

Bottom of reservoirs

Surfaces that are difficult to move around with sparse algae bushes and remnants of machinery embedded in the silt.

Irresistible environments

Types of environments on the map that cannot be defeated by any improvements, characteristics or items. The only way is to avoid them or wait out their duration.

  • Black fog - impervious to lantern light
  • Hard Rains - add the effect of inertia when braking and cornering
  • Light fields - blinding white spaces on the map (as if someone huge is floating under the very surface), in which the light of the lantern is not visible and is lost in the whiteness of the field. They move around the map, they are rare. The psychosphere cannot be caught within the radius of the light field.

Passable environments

The type of environment on the map that can be overcome using certain characteristics of the Golem card.

  • Poisonous clouds of gas - damage the module, wander around the map over time, becoming weaker
  • Corrosion - wind reducing the integrity of the module
  • Electrical anomalies - jam the radar (white noise instead of a map)

Large objects

Single non-interactive objects, usually with their own internal biome.


A square maze with high walls, passages in which severely limit the view.


One of the transitions from location to location, in which a strong wind is blowing. You can only overcome it with the help of a golem with high speed characteristics.


A dome closed with a code with its own biome, after each entry into the dome, the biome in it is different.


A large silver disc half crookedly sticking out of the ground. The lights do not work in the shadow of the disk.


Surrounded by swamps. Entrance closed.


A large spherical pit in the desert that can be entered but not exited.


  • Rivers
  • The mountains
  • Canyons
  • Craters
  • Blockages (can be rammed at a certain speed)


Changing seasons, changes the appearance and color scheme of the card (mainly shade).

At the moment, provide for 2 types of seasons: with cold colors and warmer and brighter ones.