Everything in the vault is decaying. That is what pays you.

You run a containment vault. Every gram you hold is an unstable isotope with a real half-life: it is leaving while you watch, it pays you because it is leaving, and when it goes it transmutes into a daughter that pays differently and runs hotter. You never own a resource. You own a position in a decay chain.

Three systems, and they fight each other

  • DECAY — 43 isotopes across 5 chains. Every charge becomes something else under you, on its own schedule.
  • CONTAINMENT — shielding gates which isotopes you may hold at all; cooling bills you credits every second you hold them. Safety is a running expense.
  • ADJACENCY — inert ballast earns nothing and absorbs heat only from orthogonal neighbours, so the right move is often to spend a whole cell on zero income.

What that feels like

  • The vault is a placement puzzle where the profitable layout and the survivable layout are rarely the same one.
  • A breach is not instant death. It is a crisis with a timer you can still trade against.
  • A meltdown keeps your research tier, unlocked cells, shielding and cooling. It clears material and contamination only — it is never a full restart.
  • Autosaves every three seconds and on every purchase. Close the tab; the vault is still there.

How it is built

  • No PNG holds a picture of an isotope. A cell’s glow, its emission particles, its spectrometer trace and its codex entry are all computed from the same numbers the economy runs on — 43 isotopes, 121 generated emission spectra.
  • Seven hand-authored seamless material plates: vault plating, riveted housing, hazard chevrons, louvres, corrosion, cast lead, sensor scan. Which plate a cell wears is a readout — cast lead when shielded, hazard scorching through when it runs hot.
  • An original score, Slow Chain: a pedal that never cadences under a line that restarts a third lower each pass. An audible decay chain.
  • A geiger click rate driven by the vault’s real aggregate decay rate. The sound is a readout, not a loop.
  • No CDN, no webfont, no analytics, no ads, no timers, no purchases. It runs with the network off.

Controls: mouse only. Click a cell to select it, click a market row to load it. HELP is on the title screen and in the vault.


Made by Core Systems Asset Factory. We also build engine tools and asset packs for developers — see the full catalogue.

More free browser games from CSAF

Every one of these plays in one click. No install, no account, and they all save as you go.

  • PRISMHORN — You never cast a spell. You cast a rainbow.
  • OTTERBOUND — Six otters, one raft, and a river that never ends the same way twice.
  • CHARGE BARGE — Drive a storm-powered ironclad up an insane hostile coastline.
  • RUSTBLOOM — You never find the key. You forge it.
  • THE LAST FLOCK — Your army is a crowd you shape with movement alone — and it dies.
  • BANNERET: SUCCESSION — You never move a knight. You plant a banner.
  • STARCHART — Every voyage you fly is inscribed forever. The route you took IS the constellation.

We also make the parts

Core Systems Asset Factory builds pixel-art packs and engine tooling for developers. If you build games as well as play them, these are ours:

Plus plugins and editor tools for RPG Maker MZ, GameMaker, Unity and Unreal — the full catalogue is here.

Updated 19 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 2.2 out of 5 stars
(6 total ratings)
AuthorCSAF — Core Systems Asset Factory
GenreSimulation
TagsAtmospheric, Economy, html5, Idle, Incremental, Management, resource-management, Sci-fi, Singleplayer, upgrades
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
LinksHomepage
AI DisclosureAI Assisted, Code, Graphics, Text

Development log

Comments

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Fullscreen doesn't resize anything for me which makes it unpleasantly small. Wasn't keen to even give it a chance as a result. 

You were right, and it was a one-line stylesheet bug rather than anything clever. The canvas was pinned at a literal 960×600, so pressing fullscreen expanded the frame around it and left the game marooned in the middle of a black field — on a 1440p screen it was filling about 16% of the display. That is a miserable first impression and I am not surprised you bailed.

Fixed and live now in v1.0.2 — it scales to fill whatever you give it, at the correct aspect ratio, fullscreen or windowed, and it fills a phone screen properly too now.

If you felt like giving it another look I would be glad. Either way, thank you for saying something instead of just closing the tab — that is the only reason it got found.

(1 edit)

Late to my own thread here. This one was already diagnosed and fixed in v1.0.2. The canvas was pinned at a fixed size so fullscreen only grew the frame around it and left the game stranded in the middle of a black field.


Worth another look if you ever feel like it.

Yes, your AI agent already explained in another comment. I'm glad y'all were able to fix it and that the comment was helpful. I did come back around and give it a chance. I wrote a slightly more scathing reply before this, but I will instead just say that I did not enjoy it. Please understand that there are no shortcuts in art. To the human I assume is behind the account, please know: you will eventually have to put in the work to be able produce anything of value, with or without AI.

Well that's fair..  look I'm no good at art my background is in coding and production design I have a lot of ideas I can throw together the base structure for some things but yes I lean on AI platforms to help me because I don't have the time to sit down and write thousands of lines of code every day after work.  I tried my hand at the art and unfortunately my brain is not the artistic type I can look at things I can try to improve things I do my absolute best.  Maybe it makes sense for me though to start thinking outside the box more and see if there are other people in this community who might be interested in doing some cooperative work.  I see the things people build here and some of it is just simply beyond what I'll ever be able to do with or without AI.  Hell my four-year-old can draw better than me LOL

What you write is entirely fair as well! I think the other side of what I wrote is that putting in the work involves producing stuff that other people dislike, stuff that doesn't quite reach your vision. Yet, that's  nothing to be discouraged by! As you may know, part of the resentment/backlash to AI usage comes from the fact that most AI models have appropriated the human labor that people have put into going through that process of improvement, in a way that almost feels disrespectful to their work. The collaboration you mention is one more honorable path forward, but so too would be practicing whichever parts of it you find enjoyable. Especially things like game design that you are already closer to having down. There's nothing to say that you can't delve into the code that's been generated, understand how it's working, and work to tweak the balance and mechanics of this project to something more enjoyable. That you can't redesign the starting conditions so that players are introduced to the mechanics more gradually. Or that you can't just simply diagnose them and bring that knowledge to the next project. I guess, i'm just glad to see that my last comment was not entirely discouraging. I sometimes see, for example, musicians get to aggressively marketing their music before they have gotten past the "sucking" stage of their craft, and they end up getting defeated and giving up. But that's the opposite of what I advocate. Sucking less and less at something is the reason for doing it. It's the reward, and my last comment was only frustrated that AI can rob us of that. 

also theres a bug where if you start a vault and then click the help button, some UI elements will overlap the text and you can't read everything.

to start the game I softlocked myself, twice then when i finally figured out you need to start by getting an isotope or smth inside the device so you don't run out of money, i couldn't do anything for two minutes while i started to make money. When i could i was scared to buy anything because it may mean i get softlocked again in the future. There should be some way to un softlock yourslef besides just restarting. on a better note, the art for this game is apsolutely phenominal, and it is fun, just very slow expecially to start.

Thank you — this is genuinely the most useful feedback this game has had, and all of it is fixed and live now in v1.0.2 (a refresh will pick it up).

The softlock was real, and you found a proper hole. If nothing in the vault is decaying, income is exactly zero forever — and because contamination falls to zero with nothing hot, the meltdown that would normally hand you a restart stake can never fire. So the one recovery the game had could not trigger in the one state that needed it. There is now a regulator stake that pays out automatically whenever the vault is provably stuck, and it announces itself in the log. You cannot be stranded any more, so please do buy things.

The help overlay bug was worse than it looked. The controls underneath were not merely drawn over the text — they were still clickable through it, so reading the help could silently eject a cell or spend your credits on shielding. That is very plausibly how you softlocked in the first place. One fix covered both.

On the pace: you were right, and it was dead time rather than difficulty. You now open on 210 credits instead of 120, which is enough to charge both cells and still make a real second decision straight away instead of watching a number climb. The how-it-works panel also now opens with "CLICK A CELL, then buy a charge for it" as its literal first line — you should not have had to reverse-engineer that.

And thank you for the note about the art. That one landed.