Nine deterministic wars · one physical universe

Solar
War

A collection about warfare at astronomical scale, where light arrives late, heat is the constraint, and nothing has hit points.

Noon's network of mirrors and habitats around the Sun
The map is not decoration. Every line is a delay, a transfer, or a promise that may arrive too late.

The campaigns

Nine theatres

Each campaign keeps the same physical rules and changes the distance, the available hardware, and who knows what when.

A tactical view of orbital tracks and delayed signals in the asteroid belt 01 The belt 300 days Vigil Truth arrives late A war fought at light-minutes. Every track is an hour stale by the time it arrives, and the hard question is whether the target is still there. Enter simulation Anchor station and attacking craft above the curved blue Earth 02 Low Earth orbit 12 waves Close Quarters Reach, not sight Everyone sees everything continuously. It changes nothing: seeing a target and being able to reach it are unrelated problems. Enter simulation Planetary routes and dynastic fleets spread across the inner Solar System 03 Inner system 2150 Dynasts The calendar is terrain Five corporate families at war from Mercury to Mars. Offensives wait on transfer windows because the war can only move when the planets align. Enter simulation A local defence engagement among Neptune and its moons 04 Neptune 2261 Leviathan Command is four hours away Inward Bloom seeds wake among Neptune's moons. Regional command must finish the engagement before the inner system receives its first report. Enter simulation Habitats, ferries, and orbital traffic clustered around Earth and the Moon 05 Cislunar space 2198 Garden of Lagrange Debris is the enemy A compromised cargo bus enters a web of habitats and ferries. Point defence has a clean shot, but breaking the target may be the more dangerous choice. Enter simulation Long transfer arcs carrying projectiles between Mars and Earth 06 Mars to Earth 780 days Ballista Commit before certainty Two worlds throw rocks and decoys along public arcs. The last day to act is set by the interceptor, not by the incoming object. Enter simulation A luminous solar power lattice connecting habitats around the Sun 07 Inner swarm 2800 Noon Light is infrastructure Two lineages contest a lattice of mirrors, relays, and aimed sunlight. The decisive action is rerouting the grid while people are still on it. Enter simulation Interstellar trajectories splitting around the Sun at perihelion 08 First contact 1,080 days Sundiver Twenty futures at perihelion An interstellar parent brakes against sunlight, then opens at perihelion. A few kilometres per second decide which invasions can physically exist. Enter simulation Fleet routes descending from Jupiter through Ceres toward Mars 09 Jupiter to Mars 940 days The Long Fall Fuel is the front Inner ships win the exchange at Ceres and lose the line at Mars. The first victory spends the tankers and cooling needed to reach the second front. Enter simulation

Original simulations

Two new
field records

Independent systems built inside the same physical world: one ecological, one observational, neither derived from a campaign record.

Paired readings

Same facts.
Another instrument.

Spatial views make scale tangible. Flat instruments keep the decisive evidence dense and exact.

Visual studies

The records,
reframed

Every campaign rebuilt in the brisk sprite-and-sensor language of Space Rage. Outcomes and source records remain unchanged.

The collection

Origins & apparatus

Earlier instruments remain visible. The Hangar exposes the art and provenance behind the current simulations.

The governing rule

Nothing dies from losing hit points.

A craft is finished when it loses radiators, propellant, sightlines, or authority. What separates these wars is how far apart things are and who knows what, how late. Each campaign turns those two numbers to a different setting.