HARVEST EVERTHING ! Build your way off the planet or into it — or build something worth profiting and staying.
FerroFrame is a real-time strategy game on procedurally generated worlds, where the terrain and the fluids are both resources — and both are working against you.
EVERYTHING IS A RESOURCE
Rare Eart metals and organics aside; carve the planet. Strip the terrain itself. Drain a sea and mine the seabed it was hiding. Boil a oceans down and gather salt residue for power.
Every world is a long run of decisions about how far you are willing to go:
Where do you expand? Terrain & Resources are finite. Push too far and you are exposed.
What do you build? Tanks are fast and cheap. Frames are slow and devastating.
How much do you take? The more you harvest, the harder the world takes back. Balance the ecosystem and help the wildlife flourish for beneficial effects to the world.
TERRAIN AND FLUIDS ARE RESOURCES — AND HAZARDS
The planet is not just a colonization spot. it can be your responsibility or your goldmine, depends on your choices.
Terrain Deformation: Explosions and industry carve real craters. Dig deep enough and you break into magma.
Fluid Simulation: Water, lava and molten metal flow, pool, freeze and evaporate. Dam a valley. Flood a rival. Boil a sea dry to reach what is under it. Or start irrigating select plants for certain benefits
Rising and Falling Seas: The waterline moves. A coastal base becomes an island. A seabed becomes the richest ground on the map.
Tectonic Activity: Plates grind, mountains rise, and the map you planned around stops being the map you are fighting on. Either help the land heal or pull in more asteroids for extra resources.
Weather and Climate: Rain, hail and storms roll across the world on their own schedule — as you learn to summon them you also see that there are emergent consequences.
Exploit. Take everything. Boil the seas, open the crust, run the world down to bedrock and leave the husk behind you. Then begin the real mining operation. High risk & higher rewards.
Sustain. Repair as you go. Keep the biome viable, hold ground that keeps producing, and leave behind a world still worth something. Both methods yield different choices that can
Every tonne you pull out damages the biome that was holding it together. Strip a region and it turns on you — dead ground, failing weather, nothing left worth taking. There is no correct answer. There is only how long you can keep getting away with it.
PLAY IT LIKE A SIMULATION
As long as the balance holds, the game can continue, more planets; more redundancies. Load in, build for as long as you like, save and log out. The world keeps its state history through your actions, and hopefully with others too!
FRAMES
A mechanized towering unit built for terraforming, Big projects need bigger hands.
Terraform on foot and by design— reshape ground, cut channels, and build where nothing could stand
Wield vehicles as weapons — grab enemy or ally units for different results.
Launch with rocket boosters — limited fuel, tactical jumps
Require pilots — lose power and your pilot ejects; steal enemy pilots with Sentinel robots
Die spectacularly — full destruction sequences with physics debris
SKY ISLANDS
Floating landmasses held aloft by alien superconductors. Colonize them for the high ground and the ore — or cut their power and drop them on someone, and harvest the crater afterwards.
KEY FEATURES
Everything is a resource — ore, terrain, fluids, weather, and whatever you can knock out of the sky
Procedurally generated worlds (soon)
Living simulation — fluids, tectonics, biomes and climate, tempeature, pollution run whether you are watching or not
Frames — towering units that terraform, wield vehicles, and launch on boosters
Deformable terrain — craters, channels, dams and open pits that persist
BUILT IN UNREAL ENGINE 5
Real-time terrain deformation with multi-gpu threaded simulation layers
Physics-driven destruction and debris
Stylized visuals and realistic landmasses