Active · Colony simulation · v0.4.0

Neuroster

A colony simulation in the Settlers / Warcraft lineage where the workers are hamsters — and there is no game over.

The Neuroster title screen: a sunlit woodland bank of log cabins, a watchtower and burrow mouths, hamsters hauling along twig rails, a water wheel at the right, and a New Colony button beneath the wordmark.
The title screen — every cabin, rail and hamster on it is drawn procedurally at runtime.
Vanilla JSHTML5 CanvasProcedural ArtZero-DependencyNo Build Step

The concept: a burrow that keeps going

You found a burrow and run a real economy. Wood, stone, ore, seeds and water flow through farms, mills, presses and workshops into food, planks, iron and power. Storage is finite, and the toil is automated until the colony hums along on its own.

Every rodent is somebody: names, families, levels and traits; breeding, eating, drinking, playing and sleeping; pups growing into the workforce.

Why there is no game over

Predators, disasters and rival factions test the walls, and a raid or a flood is a setback to recover from rather than a fail state. The game is about a colony that lasts, so losing ground is part of the story rather than the end of it.

What is in the world

  • Seven biomes with real seasons, day and night, and weather.
  • Six more species — guinea pigs, gophers, gerbils, mice, rats and beavers — each with its own strengths, from tunnel engineering to dam building.
  • A production chain from raw materials to food, planks, iron and power, with finite storage to plan around.
  • Threats that do not end the game: predators, disasters and rival factions.

How it is built

  • Zero-dependency vanilla JavaScript on one HTML5 canvas — no engine and no build step.
  • Every sprite, tile and creature is generated procedurally at runtime, so there is no art pipeline to ship.
  • A folder of static files that saves in the browser; it currently runs from a Docker container on a home NAS.

Screenshots

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