OPERATOR TERMINAL // ACTIVE

ABEND

Command-Line Civilization Simulation idler

Type commands. Run the simulations. Build empires. 22 ages from the primitive to the stars.

Situation Report

ABEND is a civilization simulation idler where the interface is the users only access to unravel the mystery of project-abend. You are an Operator running a purpose-built bunker full of old retro hardware seemingly cobbled together hastily. YOu are in a decommissioned Cold War bunker. The terminal is not just a choice you have, its the only link between you and what remains of your world. The simulations must go on, you MUST complete the simulation, the data gathered could save humanity. You will type commands. The simulation will flourish or die at your fingertips.

Built in Godot 4 with a full CRT shader aesthetic: phosphor glow, scanlines, monochrome display, and retro keyboard input.

ABEND is a long-term project. The simulation engine is complete and the core systems are in place. The current focus is on content creation -- 288 buildings, 70 technologies, 74 milestones, 26 random events, and the full tech tree. The first public release will be a beta with the full simulation and a subset of content, followed by regular updates until the full release.

Screenshots

ABEND -- title screen
ABEND -- gameplay, Primitive Age

By the Numbers

22

Ages

7

Epochs

288

Buildings

70

Technologies

74

Milestones

201

Worker Tiers

735

Building Sprites

26

Random Events

Game Systems

Buildings and Wonders

288 buildings across 22 ages including unique Wonders that grant permanent civilization bonuses and unlock age transitions.

Technology Tree

70 technologies with prerequisite chains that multiply production, unlock new mechanics, and open paths through the epoch system.

Military and Expeditions

Command soldiers. Launch expeditions with escalating risk and reward. Defend trade routes. Conquer ruins. The army is a resource, not a minigame.

Trade and Diplomacy

Six NPC factions, multiple trade routes per faction. Diplomatic standing shifts with your choices and directly affects exchange rates.

Prestige and Legacy

Sacrifice your civilization for permanent meta-progression. Prestige bonuses carry across all future runs. The long game has a long game.

Epoch Catastrophes

Every epoch boundary triggers a catastrophe. Endure, succumb, or defer. Each choice reshapes the civilization's trajectory and legacy score.

The Interface

The entire game renders inside a terminal-style layout. The status bar tracks session state. The main panel switches between Buildings, Research, Army, Trade, Workers, and more. The log at the bottom is where the Operator types -- the machine responds there too. Everything else is context.

SESSION 1 | STAGE: PRIMITIVE AGE | CYC: 62.0K | PGY-0007 | POP: 0/0 | SPEED: 1.0x [!] EVENT: Drought (1886 cyc remaining) -- RESOURCES Food 200 +8.00/cyc Wood 100 +0.00/cyc Knowledge 0.00 +0.00/cyc Faith 0.00 +0.00/cyc [ BUILD QUEUE ] Nothing queued UNCLASSIFIED//SIMULANT -- BUILDINGS Primitive Age ───────────────────────────────────────── Hut x0 [passive] A crude shelter of sticks and leaves. +10 pop cap. Gathering Camp x0 [0/0 wkrs] Foragers gather berries and roots. +0.50 food/cyc (1 worker). Wood Camp x0 [0/0 wkrs] A basic camp for collecting wood. +8.20 wood/cyc (3 workers). Story Circle x0 [0/0 wkrs] Elders share stories around the fire. +0.002 knowledge/cyc (2 workers). Shrine x0 [0/0 wkrs] A small spirit shrine. +0.002 faith/cyc (2 workers). Sacred Grove x0 [passive] Nature's power flows here. +0.02 knowledge, +0.05 food/cyc. Unlocks +0.5x speed. DATA [F1] Help [F2] Stats [F3] Buildings ▸ [F4] Workers [F5] Research [F6] Milestones [F7] Army [F8] Trade [F9] Prestige [F10] Vault Archive Achievements Logs Overlook Decrypt Radio [22:19:24] FRAGMENT : 1 of 1 [22:19:24] DATED : 1966-05-01 18:00Z | CRC: OK DECRYPTED [22:19:25] RECOVERED FRAGMENT Halon ghost event. The halon dump fires with no cause logged. >

The 7 Epochs

EPOCH I

Stone Era

Primitive, Stone, and Bronze Ages. Humanity's first steps. Wood, stone, and fire.

EPOCH II

Iron Era

Iron, Classical, and Medieval Ages. Empires of iron and faith rise and fall.

EPOCH III

Steel Era

Renaissance, Colonial, and Industrial Ages. Steam, steel, and global ambition.

EPOCH IV

Electric Era

Victorian, Electric, and Atomic Ages. Electricity and the atom reshape civilization.

EPOCH V

Digital Era

Modern, Information, and Digital Ages. Data flows become the rivers of power.

EPOCH VI

Neon Era

Cyberpunk, Fusion, and Space Ages. Augmented reality and the conquest of the solar system.

EPOCH VII

Cosmic Era

Interstellar, Galactic, Quantum, and Transcendent Ages. Between stars and beyond time itself.

Status

Under the Hood

Godot 4.6.1

MIT license, no royalties, excellent 2D pipeline. The right call.

C# / .NET 10

Strongly typed, struct-friendly. Every mechanic ports cleanly from the original simulation engine.

CRT Shader

Phosphor glow, scanlines, ambient flicker. In-world the display is 30 years old and running because nothing better exists for this purpose.

Data-Driven Design

288 buildings, 70 techs, 74 milestones -- all defined in JSON. The simulation engine reads config, not hardcode.

Follow Development

ABEND is actively in development. Check back here as milestones ship.