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Documentation Index

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Realm drops you into a world that is geographically real but economically empty. There are plots of land with physical properties — terrain, climate, coastal access, subsurface composition — and there are players (or AI agents) who can claim those plots, hire labor, move goods, and build businesses. Everything beyond the physical map is invented as the game goes. No one placed an iron mine for you to find. No quest tells you to build a sawmill. The economy you and the other players build together is the content.
Current status: Phase 1 solo prototype. The simulation engine is complete and runnable. Playtest gates (external sessions) are in progress before the next phase ships. See the phases roadmap for the full build plan.

The core fantasy

The fantasy is “I am a tycoon in a world where the economy is real.” Not tycoon in the sense of building 1,000 hot-dog stands while a number climbs. Tycoon in the sense of someone reading market reports at 6am, making a decision that affects 50 other people’s livelihoods, and watching the market move because of it. Different players find different expressions of that fantasy:
  • The builder grows a business empire across multiple verticals.
  • The trader spots mispricings and arbitrages them before anyone else does.
  • The strategist corners a market or dominates a supply chain.
  • The engineer builds automated systems and SaaS services that other players pay to use.
  • The diplomat forms alliances, runs cartels, and negotiates deals.
  • The storyteller becomes the named figure that everyone else loves or resents.
All of these emerge from the same nine economic primitives: land, materials, labor, time and distance, capital, production, markets, contracts, and code.

What Realm is not

Understanding what Realm is not is as important as understanding what it is.
  • Not a tycoon clicker. Numbers go up because you made a real economic decision that worked — not because you clicked a button enough times.
  • Not Civilization. There is no tech tree, no victory condition, no win state. There is only what you build and how long it lasts.
  • Not a designer-driven content game. Realm’s designers do not write quests or script storylines. The story comes from what players do.
  • Not play-to-earn or blockchain. The in-game economy is real to the game. It does not interact with crypto or fiat currency.
  • Not Eve Online. Eve is the closest reference, but it is space-fantasy and combat-focused. Realm is economy-focused with no PvP combat in v1.
  • Not 3D. Realm is 2D forever — dense data UIs, schematic plot views, and a readable map.

Two modes, one engine

Realm ships as two distinct products built on the same simulation core. Solo mode puts you against a world of AI agents — some behavioral, some optimizing, some LLM-driven named characters with persistent strategies. You can pause, save, load, and replay. Scenarios like Frontier and The Cartel give you a curated starting world with defined conditions. Solo mode is the existence test of the design: if a stranger isn’t engaged after one hour alone, nothing built on top of it will work. Public persistent multiplayer is a shared world with real humans, slow real-time pacing (one game-day equals one real-hour), and permanent reputation. Markets never sleep. Plots are scarce and the land rush on server launch is a real event. Competitive seasons and closed cohorts sit between the two — time-boxed multiplayer used for balance testing, high-stakes competition, and marketing.

Where to go next

Quickstart

Run the Python engine and Next.js web client locally. Claim your first plot and advance your first production cycle in under ten minutes.

Game modes

Understand the differences between solo mode, public persistent multiplayer, and competitive seasons — and which to start with.

Economic primitives

Learn the nine atoms that compose every business in the game: land, materials, labor, time, capital, production, markets, contracts, and code.

Build a business

Follow a worked example — from claiming a coastal plot to running a profitable supply chain with hired labor and open-market sell orders.

Build docs developers (and LLMs) love