Fully Multiplayer, Fully Realtime

This game can be played with other players online from your TI-84+ CE graphing calculator, provided you have a bit of additional hardware (see Usage Requirements). Unlike many other multiplayer calculator games, this game is real-time, not turn based. It achieves this by regularly performing handshakes with our server.

While connected to our server, you can engage in activities with other players, be it combat, or cooperation. There will be objectives to complete on and around planets. There will be AI to fight. The choice is yours how to play, in a completely open-world map.

Random Maps & Accurate Space

Each new world is generated when it is first created using a randomized seed, meaning that each playable world will have different terrain, different missions, and a different strategy to play. Every world spawns with a certain number of astronomical bodies... stars, planets, black holes, spacial projectiles, and more.

In what is possibly the single feature that sets this game apart from others of its kind, the map in this game is dynamic, changing based on the dictates of astrophysics. Gravity, inertia, and tidal forces all act upon every object in the map, including your ships and starbases. Temperature of the void is also maintained, and poses a technical hazard to your ship -- being too close to intense sources of heat damages your ship, being in regions of space that are unusually cold also can affect your ships. Stars experience a "life cycle" as they do in reality, lasting for quite a while before finally exploding, collapsing, and then becoming white dwarfs, neutron stars, or black holes.

Configurable Ships & Tech

When the game begins, every player will have a ship based off of a template, with a standard set of technology. You will quickly find, however, that ships are anything but standard. There is a wide array of technology you can install and upgrades you can perform. Technology including but not limited to weapons, stealth tech, shields, mining equipment, repair systems, drone-ship control, and more.

You can acquire new tech in the game by either finding its blueprint, or salvaging a copy of it from a ruined ship, base, or planet. Ruined tech you can use immediately once you repair it; blueprints require you to actually construct the technology before you can use it.

Planets and Conquest

A good number of planets spawn across a fresh map, usually in orbit around a star or some other astronomical body. As with the rest of the virtual cosmos, planets are in motion, as are other things based on their position, including starbases, moons, and more. The trajectory of planets is unpredictable given that their movement is a composite of inertia and all of the gravitational forces acting on them from nearby objects. Sudden astronomical events, such as the death of a star can also wipe out a planet as well as anything in its vincinity, including moons, ships, and starbases.

Planets provide resources and population (see Resources & Population) to assist players in the game. Almost everything you construct or use in the game consumes some form of resource, much of which is also readily available from planets. Planets also product sentients, which can be used to crew your ships or staff starbases.

Planets may be conquered by a player or team maintaining dominance of the area around the planet. To do so they must destroy destroy all non-aligned starbases in the area around a planet. Players (and teams) may also share planets, with the total resource production of a planet being split amongst players with starbases in the area.

Resources & Population

Most things in the game require resources, from constructing modules to running your ship(s), repairing ships and starbases and more. Here is a short-list of most resources in the game, by category:

  • Metals: Found in planets and asteroids; Used in the construction of ship and starbase parts, and repairs.
  • Precious Metals: Found in planets and asteroids in lesser quantities than normal metals; Used in the construction of technical components.
  • Fuels: Vary in location, source, and efficiency; Used by your ship's warp core or a starbase's energy core to produce power.
  • Population: Generated exclusively by planets based on planet's size; Used to provide crew to deploy a ship or to staff a starbase. Ships cannot be launched without adequate crew; Starbases lose efficiency without adequate staffing.
AI-Controlled Entities

There are a number of AI entities that the server controls. Some are designed to give players who are on alone some challenge, others respond to players using certain tech. Yet others mark the final stage of the game.

  • Rogue Ships/Pirates: These entities spawn to provide some challenge to players who happen to be online alone or with very few players. They vary in difficulty irrespective of a player's capabilities, but will never have warp tech. This means that if you are attacked by this type of AI entity you cannot defeat, you can warp away and not worry about being followed.

  • Temporal Agents: There are a few forms of technology in the game that can manipulate the passage of time, slowing it down or moving it backwards, and even allowing you to exclude yourself and allies from those effects. However, overuse of this type of technology can cause a Temporal Agent to spawn and attack you. Unlike the Rogue Ships, these Agent will follow you anywhere, have extremely powerful weapons and shielding, and can counteract most conventional weapon types. This mechanic is a counterbalance to the broken-ness of allowing a type of tech in the game that is so powerful.

Usage Requirements
This game requires a couple of hardware and software components in order to work:
  1. A TI-84+ CE graphing calculator. No other model currently supported.
  2. The client program, pgrmTITREK, running on your TI-84+ CE calculator
  3. Either:
    • A USB A to mini B cable, connecting your TI-84+ CE calculator to your computer, OR
    • An adapter connecting the USB mini B port to an Ethernet port/cable on a router or a USB Wifi device
  4. If using a USB calc-to-computer connection: A bridge program, running on the connected computer, relaying USB packets to the game server.
The "Web Deck"

The "Web Deck" is a section of the website where players can go to perform a number of tasks they cannot from their calculators, including customizing the user interface of their game (the background, module and tech icons, and more), changing their display name, email, and password, subscribing to project updates via email, and uploading custom ship models.

The "Web Deck" also allows project staff to view financial records for the project, view the console and server logs, issue commands to the game, and more.