AETHERNEXUS
A first-person action-adventure that runs in a browser tab — generating every world, character and texture in code as you play.
Seven worlds, presented as an animated descent. All world descriptions are readable below.
Aether Nexus Station
Hub world
Orbital hub of the Nexus: a ring of concourses, plazas, gantries and glass. The archive. The checkpoint. Every gateway begins here.
— DockmasterSix gateways out — and a yard that opens onto spaceAldermoor Vale
Exploration world
An old-world valley of timber roofs, market squares, castle walls and pilgrim roads. The lakes are swimmable and have real depth.
— ReeveWalled town · castle · swimmable lakesMeridian Athletic Grounds
Skill world
A bright training complex of courts, tracks, bowls, snow runs and grandstands — under lights, with a seated crowd.
— GroundskeeperPool · courts · skatepark · ski pisteSunspire Citadel
Vertical world
A vertical town crowning a cliff above the desert: terraces, rope bridges, towers and guarded gates, up to a 46 m great tower.
— Gate Warden46 m climbable great towerVellum Ridge
Competition world
Three circuits over rough terrain and city streets — Vellum Ridge, Cinder Gorge and Aurora Rise — each run on a real F1 start.
— Race Marshal3 circuits · real F1 startThe Verdant Coil
Volatile world
A hedge maze that re-rolls its layout on every entry. Its districts and levels never repeat. The maze that cannot be learned is the entire point.
— Keeper of the Verdant CoilRe-generates its layout every visitLodestar Yard
Industrial world
Survey Site 06, commissioned. Nothing here was built here: every hull came through the gateway in sections narrower than the arch and was pinned back together on a cradle, which is why they are slab-sided and ribbed and why a yard rat can climb one like a wall. Four hulls are fitted out. The board on the blast door reads LAUNCHES: 000.
— Yard WardenFour walk-in ships · LAUNCHES: 000Everything generated in code
Terrain, buildings, crowds, faces, fabric, fur, feathers and stone — all generated at load time. The whole game is a few hundred kilobytes of logic rather than gigabytes of art. Eighteen places to stand in all: the seven gateway worlds below, open space between them, and ten landable planets you fly a ship to.
Climb anything
Grip any near-vertical surface and go up it. Stamina is a budget for movement, not a countdown — hang still and you recover.
Six mounts
Hoverboard, dragon, ground car, horse, eagle and bicycle. None is a reskin: the horse has a real gait model, the eagle is a glider trading height for speed.
Space and the planets
Take a ship off the yard, fly the transit drive, and land on any of ten planets — each walkable ground with its own weather, liquid and light, rings overhead included.
Contact racing
Ten cars, AI at varying performance levels, difficulty that rebuilds the track, and rivals you can shunt off line.
Four weapons
A machine gun, a charge-and-release ember caster, a recurve bow with arrow drop, and a sabre. Ammunition comes out of your bag.
Build your character
Body, build, height, face, skin, hair, headgear — and shirt and trousers chosen independently, with separate colours.
NPCs that navigate
Hostiles path around obstacles, take cover and refuse to walk into deep water. Friendlies hold a conversation. Merchants keep a shop.
Generated audio
Every sound is synthesised at runtime, including a score per world. There is not one audio file in the project.
Diagnostics
A live overlay with frame timing, draw calls and collider display, over the running game.
One charge.
Eighteen worlds.
Seven through the gateways, open space, and ten planets you land a ship on. Access is $1.00 for a 30-day play window on your account. Credits are separate and optional — $0.10 each, from 10 to 10,000. Prices shown before card processing, which appears as its own line at checkout.