SOLAR SYSTEM / A CIVILISATION'S INHERITANCE
v0.8.8

DYSON
SWARM

You guide an intelligent scout sent by a human and machine civilisation. It carries designs, cultural memory and a melody. Give that inheritance a material home: gather matter, build independent industry and turn sunlight into the power to explore farther.

Preserve knowledge. Expand understanding. Protect living worlds.

Move your pointer to guide. Scroll to zoom.
Try Seed view (C) after beginning; G faces a useful target.

Basic gameplay analytics help improve the game.

Choose your starting system

Begin a full journey around the Sun, or try a later chapter with a ready-equipped seed. Direct starts do not change your personal bests.

DYSON SWARM 0.8.8

PAUSED

Asteroid and ocean labels, hints and routine notices. The objective, controls and hazard warnings stay visible. Use Aa at the side or press N.

First-person views · display and comfort

WASD moves in the direction you look. Drag to look, or enable mouse look. J/L turn; I/K look vertically. Shift boosts while piloting. G faces the advised target. C returns to overview. In the ocean, Vessel view provides survey optics: drag to look; W/S rise or dive; A/D traverse. G faces the selected contact, F changes contact. Approach contact sets a course; Quiet drive (Q) stops to listen. Collector views let you look while industry continues; movement keys never issue orders there. Touch: left thumb moves, right thumb looks. Look up or down; travel stays level. The camera rises gently near rocks to keep your view clear.

Before autonomy
Move your pointer or touch and drag. WASD / arrows also steer. Hold to boost. Choose Seed view (C) for a first-person perspective; drag to look and use WASD to move. Scroll, + / −, or pinch on touchscreens to zoom from the very first machine.

After autonomy
Tap an asteroid to prioritise industry. Rhenium needs a dedicated deep bore: it ties up some industry while the drill works, then improves high-temperature hardware. Starting it late may not repay the investment. Choose Shape, then trace an arc around the Sun. Different radii become different voices in the procedural score; tap an existing band to sound it. Scroll or use + / − to inspect the swarm. The four-arrow button lets you drag the view; tap a collector to follow it in close-up. Tap the storm warning to fold collectors and enter safe mode.

Moonlet industry
Open the moonlet view, then tap the three marked sites to build mass drivers. Tap an active site to change its firing pattern. Draw a new orbital band to route their output there. The three drivers have different bass pitches; their launch rhythms and deliveries become part of the score.

Deep drilling
A rare rhenium-rich asteroid appears in every seeded run. Guide a capable swarm to it and choose Build the deep drill, or prioritise it after autonomy. The bore occupies part of your industry for around two minutes; you can work elsewhere while it runs. Its long drone develops as the drill goes deeper. Reaching the deposit enables a refractory hardware redesign: it raises the thermal flux limit by 30%, improves fabrication by 5% and improves driver payload capacity by 8%. The deposit is an optional detour, not a source of free solar power.

Following the seed
The Solar System result offers a second act around a red giant. Your technology carries over, but local industry starts small. Build at least three mass drivers on the stripped body, reclaim 65% of it and capture 2% of the star’s output. The two additional driver designs add a snare-like launch and a faster packet rhythm. Collector bands outside the thermal frontier can work fully open. A wind surge still requires a protective fold; changing an orbit does not make an incoming storm disappear.

Keyboard
1 / 2 selects your macro action. Arrows move the targeting reticle. Enter applies. + / − zooms; 0 resets the view. V pans, F follows a collector, L finds the moonlet. T toggles thermal view once collectors exist. C switches Seed, expedition, vessel or collector views where available. G faces the advised target while piloting, or the star from a collector. F changes collector while riding. In Seed view, J/L turn and I/K look vertically; Shift boosts. P / Escape pauses. M mutes. N shows or hides scene text.

Orbit, power and heat
Drawing a band sends most new collector construction there for 25 seconds and gradually redistributes existing hardware. Inner bands collect more light per kilogram. Beyond their thermal rating they automatically turn partly away, so pushing still closer stops helping. The arc preview shows this before you commit. IR reveals the heat-rejection pattern and brings its low harmonic layer forward; it is a false-colour telemetry view.


Allow about 8–12 minutes for the Solar System. The red giant and living ocean are optional further acts; you can finish at any system. Experienced routes can be faster. Best times and your audio settings stay on this device. No player account required.

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Basic measurements help us improve the game: chapter milestones, visible play time, pauses and restarts, first-person view and help usage, the music mute setting, broad platform groups and generic graphics or error signals.

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THE SCIENCE

What you've built

A Dyson swarm is a population of independent structures orbiting a star: collectors, factories, radiators and transport systems. It does not need a solid shell. The inner orbital streams move faster, and sunlight supplies the civilisation's growing energy budget. The machines you see stand for much larger populations.

Closer means brighter, and harder to cool

Halve the distance from a star and the same collecting area receives four times as much power. That makes inner orbits attractive. It also gives the hardware much more heat to reject. When you push a band beyond its thermal rating, the machines turn some collecting area away from the star. Look closely: they really do change attitude.

The marked frontier is an engineering limit for your current design. You can build outside it, develop better hardware or accept reduced collection inside it. A greater population alone doesn't capture more starlight: the civilisation has to manufacture collecting area from matter.

Where the energy goes

Space is a good vacuum, not a convenient cooling fluid. Heat can move through the machinery, but the system must ultimately lose it by radiation. Useful electrical energy also becomes heat when the civilisation uses it locally. Converting light more efficiently gives you more useful work; it doesn't make that final heat disappear.

This is why astronomers have proposed looking for infrared excess around stars as a possible sign of large-scale technology. Dust can produce infrared excess too, so an interesting signal would need careful investigation. Our IR view makes the swarm's heat visible in false colour and deliberately dims the star. It is a telemetry overlay, not the view through a real infrared telescope.

Why rhenium?

Rhenium is genuinely rare and useful in high-temperature alloys. The conveniently rich refractory inclusion in this game is fictional. Most of the asteroid's mass is ordinary feedstock; only a small, unspecified fraction supplies the rare material. The drilling project enables a redesigned high-temperature hardware package, including specialised collector and driver components. It doesn't improve a solar cell simply by adding rhenium to it.

Solar storms

A flare's light reaches a collector at light speed. The warning here concerns slower ejected plasma: a coronal mass ejection, or CME. We compress its journey into a few seconds. Folding is shorthand for changing attitude, retracting vulnerable surfaces and entering a shielded safe mode. It is not complete protection from every kind of radiation. The red giant has a fictional stellar-wind surge with a similar gameplay response.

Industry beyond Earth

Asteroids and small moons offer material without first having to lift it out of Earth's deep gravity well. Electromagnetic mass drivers are one possible way to move that feedstock. Real payloads would need carefully planned transfer trajectories and capture at the other end. Our bright cargo paths show the flow of industry, with many launches represented by one visible packet.

Autonomy and the next star

The singularity represents a speculative feedback between better designs, computation, power and autonomous manufacturing. There is no known computation threshold that guarantees it, and the transition makes no claim about consciousness. The compute index is a game measure of the whole control system.

The seed travels at 0.08c, or 8% of light speed. Reaching the next system takes centuries in the simulated clock. Its destination is a fictional red giant: a cooler surface spread across a much larger star can radiate far more power than the Sun. You arrive with mature designs and a small cargo, then build the local industry again.

Hearing the swarm

The music is telemetry turned into sound. Launches, drilling, impacts and orbital bands supply its rhythms and pitches. Heat rejection adds a slow harmonic bed. A band asking for more cooling than its hardware can provide adds a little beating and roughness; when you ease the load, it settles. Those pitches are artistic choices, not the frequencies of thermal radiation or sound travelling through vacuum.

A living ocean under another star

Thalassa and all its organisms are fictional. It is a mostly ocean-covered rocky planet around a quieter orange K-type star. Its chemistry invites investigation; that alone is not evidence of life. The vessel finds coordinated structures, organic material and activity organised around energy sources.

Filter colonies follow suspended food, ribbon swimmers move through nutrient currents and vent communities occupy chemical gradients. These are invented ecological forms constrained by fluid motion, filtering, chemical energy and observation. They are not predictions of alien anatomy, and the game does not assume Earth’s DNA or pigments.

Descending through water

Water pressure rises by roughly ρgh. Sunlight fades, suspended matter scatters the vessel’s lights and local currents affect its motion. The depth display represents a much larger water column than the scene: crossing 10 km takes far longer in a real vehicle.

Some very deep water worlds can have high-pressure ice between their liquid ocean and rocky interior. This fictional world has an average ocean depth of 18 km; the explored ridge and vents remain in liquid contact with rock. Seafloor energy and nutrients are therefore available.

Building around life

After the survey, bulk extraction moves off-world. Inner collector orbits can interrupt a planet’s sunlight as they cross its lines of sight. Thalassa’s construction controller therefore limits collecting area in a protected corridor. Higher inclination helps by shortening those crossings; it does not remove them.

This costs collecting time and sometimes extra hardware. You can see the difference in the band preview. The civilisation also keeps high-energy traffic away from the living world. The game’s light-change policy is deliberately conservative, not a calculation of how much climate change an unknown biosphere could tolerate.

Hydrophones and the score

Underwater, pressure waves really can carry machinery, geological and biological sound. Quiet propulsion reveals more of that local acoustic world. Orbital audio remains telemetry sonification. One of the patterns observed underwater travels back into the stellar score with you.

Technical model notes

Units, scale and collecting area

The solar luminosity is the IAU nominal value, 3.828 × 10²⁶ W, and one astronomical unit is 149,597,870,700 m. Collector radii map to 0.12–0.62 AU in the Solar System and 1.7–8.1 AU around the 180 L☉ red giant. The drawing uses compressed coordinates; screen distances are not a linear astronomical map.

Installed collecting area is mass divided by an assumed effective areal density of 0.20 kg m⁻². That includes representative support, radiator and control infrastructure. It is an optimistic, speculative design parameter, not a validated blueprint. The large numbered resource bodies represent regional reserves or aggregates; their drawn sizes do not encode their literal mass. The second-system remnant starts at 3 × 10²² kg.

For each band, F = L / (4πr²). Projected area is reduced by attitude and hardware availability. We sum AprojectedF / L as an optical-depth proxy τ, then estimate interception as L(1 − e−τ). This homogeneous-overlap approximation prevents double-counting all the star's light. It does not resolve band shadowing, nodes or mutual occultations in 3D.

Energy and thermal bookkeeping

“Capture” means intercepted bolometric starlight. We assume 90% is absorbed and 10% reflected. The baseline useful conversion fraction is 30% of absorbed power, modified by the efficiency protocol and network availability. Almost all absorbed energy is assumed eventually to dissipate within the represented civilisation: eventual thermal output equals absorbed power, not absorbed power plus electrical output. Sustained energy exports and long-lived storage are omitted.

The baseline heat-rejection design accepts an incident flux of 40 Earth irradiances. Replication, efficiency and resilience choices multiply that limit by 0.95, 1.08 and 1.10 respectively; the refractory redesign adds a factor of 1.30. These are game calibration values for complete designs. We do not attribute a universal temperature improvement to elemental rhenium.

Heat demand is incident flux divided by the design rating. Above the rating, projected collecting area tends towards 0.98 / demand. Protective folding reduces it further. A short response lag makes cooling visible and audible. This normalised model does not assign a physical heat capacity or a single collector temperature.

Real radiator power depends on emissivity, emitting area and temperature, approximately P = εσAT⁴ when the surroundings are cold. Collector equilibrium also depends on absorbed flux, emitting versus projected area, optical properties and conversion architecture. We use a lumped engineering limit; we do not solve separate collector and industrial radiator circuits or a spectral infrared image. The thermal overlay is qualitative, including its contextual machinery colours.

Manufacturing and conservation

Available matter, industrial capital, installed collectors, process waste, lost hardware and exported seed mass are tracked separately. Drawing a new band redistributes construction and existing mass; it does not create matter. Major autonomous extraction and infrastructure construction each use an illustrative 10⁸ J kg⁻¹ energy allowance, charged against useful power over elapsed simulation time. Early probe flight, small-scale fabrication and the setup costs of individual commands retain arcade abstractions. These energy costs and industrial growth rates are not engineering forecasts.

The game exposes successively larger regional reserves as autonomy expands. It compresses growth into minutes and changes its simulated-year rate between stages. Movement, music, material processing and orbital animation therefore do not share one literal physical clock. Matter readouts use SI prefixes correctly: an exagram is 10¹⁵ kg; a zettagram is 10¹⁸ kg.

Orbits, transfers and radiation pressure

Orbital motion preserves the inner-faster ordering and a Kepler-like r⁻³ᐟ² angular-speed law in visual coordinates. The nonlinear radius map means its period ratios are illustrative. We do not integrate mutual gravity, planetary perturbations, resonance, conjunction prediction or radiation pressure. Large area-to-mass structures would require radiation-pressure-aware attitude control and station-keeping. The omitted radial-to-gravitational force ratio depends on luminosity, stellar mass and area-to-mass ratio, not simply on getting closer: both forces scale approximately with r⁻².

Changing bands stands for managed transfers. Their propulsion budget and true transfer paths are not solved. Real mass drivers would also have to manage recoil, body spin, orbital changes, payload guidance and capture. We show coordinated industrial traffic without computing those trajectories or the changing self-gravity of the dismantled body.

Storms, autonomy and travel

CME propagation and safe-mode timing are stylised. Solar energetic particles may arrive ahead of a CME, and a flare need not accompany every CME. We don't claim a universal warning time or guaranteed protection by folding a panel.

The compute index combines abstract throughput, algorithms, memory, communications and control capability. Its threshold is a gameplay choice. The game does not establish recursive self-improvement as inevitable, solve distributed coordination at light-speed delays or predict a real singularity date.

Transit duration uses distance divided by 0.08c, with a fixed 12-year allowance for acceleration and braking. We do not model a propulsion architecture, beam infrastructure, detailed relativistic dynamics or erosion by interstellar dust and gas. The seed is assumed to carry appropriate protection. The destination's nearby distance and convenient resources are fictional; it is not an identified real red giant.

Random generation and musical rules are seeded. Player actions still alter the result. The red-giant expedition is a directly guided representative industrial front. Its wind deflection and short node deployments are arcade abstractions, not a plasma calculation or a change to matter conservation. The musical mapping, slow cooling responses, renderer density and orbit speeds are chosen for playability; they are not measurements of a proposed swarm.

The fictional third system

The K star is assigned 0.78 solar masses and 0.37 solar luminosities. Thalassa has 1.16 Earth radii, 1.35 Earth masses, a 0.62 AU orbit and 96.5% ocean coverage. These are game design assumptions, not an identified planet or a general prescription for K-star habitability. Atmospheric composition, climate and evolution are not solved.

The depth estimate uses a compressed display-to-depth map. Pressure can be estimated with ρ = 1030 kg m⁻³ and g ≈ 9.84 m s⁻²; neither water compressibility nor a full phase diagram is integrated. The local temperature/pressure regime is assumed to retain liquid water at the rocky ridge. The lights, currents, animal deformation and hydrophone signals are qualitative; there is no CFD or calibrated acoustic propagation.

Biosphere protection model

For inner bands the controller uses a conservative, all-longitudes equatorial exclusion belt, half-angle 0.12 rad. A circular band of inclination i has a clear-sky duty of 1 − (2/π) asin[sin(0.12)/|sin(i)|], clipped at zero where it never clears the belt. Inner crossing populations mostly feather, with a further global allowance limited by the 0.15% obscuration policy. This duty multiplies projected collecting area, so protection costs actual output.

Outer bands beyond the planet plus a buffer avoid this modelled direct occultation term. Small allowed crossings use an aggregate upper-bound proxy; displayed peak light change is the controller’s estimate, not a ray-traced photometric measurement. Climate response, finite stellar-disc transit structure, scattering, diffraction, diffuse infrared heating and detailed beam/traffic hazards are not simulated. The protected geometry assumes sophisticated autonomous scheduling and routing. The policy is not a known universal ecological threshold.

Thalassa cannot be targeted for bulk mining. Its initial 30-tonne survey fabrication uses finite local mineral clasts; after biosphere confirmation the local resource operation is closed. Off-world reserves, construction and collector deployment retain the existing mass ledger. The ocean exploration and star-scale industry use different compressed clocks.

Congestion orders

Congestion marks a specific collector band. An accepted reshaping order moves that stream radially or changes its phase slots if the requested radius is similar. A brief managed transfer reduces the displayed conjunction load. This is representative traffic scheduling, not a conjunction prediction or an orbital transfer solver.

Sources and further reading

Primary research and agency references behind the physical ideas. The numerical game assumptions above are ours.

How to play

Read what you need. The game waits while this is open.

One machine becomes a swarm

Move towards the bright fragments. Use your pointer, touch and drag, or WASD / arrow keys. Material is collected automatically. Your machines use it to build more machines. Stay near a boulder to dismantle it; the label says when you need a larger swarm.

Keep exploring as the swarm grows. Foundries carry on working behind you. Choose a protocol when offered: faster replication, better efficiency or more resilience. Each changes the growth and music.

After singularity: directing the whole swarm

Direct Industry: tap an asteroid to prioritise it. Shape the Swarm: drag an arc around the star to place an orbital band and direct construction there. Tap an existing band to sound it. Reach 5% solar capture to launch the seed.

Inner orbits collect more light, but can run too hot. Machines turn their panels away automatically; move construction outward or improve the hardware. IR shows the thermal load. When a particle-storm warning appears, tap Fold. For congestion, choose Shape and draw a new arc. The marked stream moves to your route. A tap on a band requests re-phasing; watch the load fall.

The rhenium drill is optional. It occupies industry for about two minutes, then improves high-temperature hardware. The moonlet is another optional source of matter. Open its label, then tap a marked site to build a mass driver. Tap an online driver to change its rhythm.

At the red giant: guide the expedition

After launch, Follow the seed starts an optional second act. Guide the advanced, three-cluster expedition to one of the marked bodies. A short stay establishes a node. Nickel-rich material improves construction; the fractured body improves extraction; the relay works improve coordination.

Leave the nodes working and guide your front elsewhere. It gives nearby industry a boost. Guide Front, Direct Industry and Shape the Swarm remain available together. Find expedition brings the camera back to your machines. Choose Expedition view (C) to pilot through their optics. G faces the advised body; Next destination cycles the marked sites. Open driver sites returns to the strategic view for building and retiming.

Visit or open the stripped body and build mass drivers. If feedstock is scarce, the order queues and reserves a share as it arrives; tap the queued site again to cancel. Finish with at least three drivers, 65% of the body reclaimed and 2% stellar capture. The two extra driver designs speed recovery and add percussion. You never need to collect pebbles again.

Zoom, inspection and keyboard controls

Pinch, scroll, or use + / − to zoom from the start. 0 returns to the overview. At macro scale, use the four-arrow control to drag the camera; tap a collector to follow it. Choose Ride collector (C) for a camera mounted on a representative machine. Look towards the star, along the orbit or at its hardware. F visits a neighbouring collector; C returns to overview. Industry continues while you observe. These views use the same compressed world geometry as the overview.

WASD / arrows: steer, or move the macro cursor. Enter: issue the selected macro action. 1 / 2 / 3: Industry / Shape / Guide Front (red giant). V: inspection. F: follow a collector. L: inspect the moonlet. T: thermal view. P / Escape: pause. H: help. M: mute.

All essential controls are also on screen. Pinch is optional; the + / − buttons work with one finger. Music and effects have separate level controls in Pause.

For a clearer view, use Text on/off at the side or press N to hide scene text. In first-person views, Info on/off clears extra instruments and descriptions. Your target, progress and essential actions stay visible. Actions opens camera tools. Phones start with Info off; your choice is remembered.