Drag to orbit · pick a world to inspect, then travel. One planet per wallet.
Your colony at a glance.
Every colonist begins in a galaxy. Inside it you claim one world and grow your colony — Earth is the shared hub. When a galaxy fills out, a new frontier opens.
Your home is permanent for your wallet — you can visit others, but you build only here.
Make this world your own home planet — your base to build on.
Sell crafted Aurium to other players for $AETHER. $AETHER only ever moves player-to-player. Simulated until mainnet — not investment advice.
Your position and everything on this world.
Buy & upgrade weapons with materials looted from mechs (iron · alloy · cells) + $AETHER. Tougher mechs need bigger guns.
Assemble a custom weapon from modular parts — each part shifts its stats. Forge it, then equip from the Armory.
You've claimed a world. Here's the loop that grows your colony — the tracker will guide you through it.
Your colony kept working while you were away.
Grow your colony to earn Aether Shards.
How to play Aetheria.
Your weapons, items, cosmetics, blueprints and resources.
Trade your current colony for Aether Cells — a permanent currency that makes every new colony grow faster. Here's exactly what you earn, keep, and reset.
A playable 3D web3 world on Solana. Walk real spherical planets, claim a home world, build your colony, fight rogue mechs, refine Aurium and trade $AETHER across a living galaxy.
Aetheria is a build-and-survive colony game set on a galaxy of real, walkable spherical planets. This guide walks you from your first steps to flying between worlds and ascending. New here? Read top to bottom — it doubles as the tutorial.
You arrive in a living galaxy. Your job is to make one planet your own, grow a colony on it, defend it from rogue machines, and trade your way up — then ascend and do it all again, further each time.
There's no single "win". The loop is: claim → build → fight → refine → trade → ascend. Each pass earns permanent power, so every new colony grows faster and reaches higher. Play for ten minutes or settle in for the long game — both work.
On first launch you pick a character and a name. It's purely cosmetic — every colonist plays the same. Your name appears top-left in the HUD. Note that your own name never floats above your head; only NPCs and other players get nameplates.
Open the galaxy chooser and pick a planet as your home — one home per player. Your home world gives a production bonus and is the only place you can build. You can also fly out later and claim a world directly. Other planets you can visit and fight on, but not build on.
You walk the surface of a sphere — gravity always pulls to the core, so you can stroll all the way around a planet and never fall off. The horizon curves; that's intended.
Move with WASD (or the left stick on touch). Hold Shift — or the Sprint button — to run. Sprinting drains the stamina bar in your vitals cluster; when it empties, sprint cuts out automatically until stamina recovers past a third. Walking and standing refill it.
Press Space to jump. Buildings are solid: you can jump onto them and walk across their roofs, stacking your colony upward. There's a little coyote-time and jump-buffering so platforming feels forgiving.
Drag to look around (the cursor only appears in menus). Press V — or the View toggle in the Main Menu — to switch between the over-the-shoulder third-person camera and a first-person view from your colonist's eyes (your body hides, the held tool stays). Holding RMB aims and zooms in.
Building is the heart of the game. You place parts, then physically weld them up — it's tactile, Space-Engineers style, not an instant drop.
Press B (or the Build button) to open the build catalogue. Build mode only works on your own claimed planet. Pick a part and a holographic blueprint follows your aim; R rotates it. You can't place over existing objects — the ghost turns red when blocked.
With a blueprint placed, hold LMB (aim with RMB). Your colonist points the weld tool and the building fills in transparent → solid with a percentage bar. Release to pause, hold again to continue. It costs resources, charged as it completes.
Production buildings are your economy: Extractors pull Crystal, Metal and Gas; Solar Arrays add output; the Refinery crafts Aurium. Buildings come in tiers — higher tiers and faction structures need Cores (won in combat), so building and fighting feed each other.
Click a placed building to open it. You can upgrade it (upgrading your Command Spire raises your colony level and unlocks more), move it, or sell it back. Buildings take damage in raids — repair them to keep production up.
Rogue mechs and creatures roam the colonies. Fighting isn't optional flavour — it's how you earn the Cores that gate your progress.
Press C (or Fight) to draw your blaster — a centre crosshair appears. Hold LMB to fire a visible beam; hold RMB to aim and zoom for accuracy. On touch, the Shoot button fires while you're aiming. Build mode and combat mode are exclusive — one weapon at a time.
Enemies take damage, die, and drop loot — most importantly Cores, the combat material. You need Cores to build higher tiers and to upgrade weapons, so hunting is part of the core loop, not a side activity.
Your vitals show shield, health and stamina. Incoming damage drains the shield first, then health. If you fall, you respawn — head back to where you died to recover what you dropped (a corpse-run).
Press G to open the Armory. Spend Cores to upgrade your gun along the path Blaster → Pulse → Plasma, each stronger than the last. Better guns make tougher enemies (and faster Core farming) viable.
Everything you gather is a real resource with a place in the chain that ends in $AETHER. Here's the short version — the full breakdown lives in the Docs.
Producers generate raw Crystal, Metal and Gas over time (even while you're away — idle earnings). Feed them into a Refinery to craft Aurium, the commodity you actually trade.
Press K for the Aurium market and sell Aurium for $AETHER (you keep 95%, a small fee is burned and banked). $AETHER is the game's token — see the Docs for exactly how its value flows.
Planets are close together in one connected galaxy. When you're ready to expand, you fly.
Press F (or the Fly button) to summon and board your spaceship. Press E to step out again once you've landed.
Flight is full 6-degrees-of-freedom: Space climbs, Ctrl descends, Shift boosts (with exhaust streaks), and the arrow keys ←/→ roll. Drag to steer the nose. It's weightless space flight, not bound to the planet's gravity.
Fly close to a world and press F to land beside your ship. Open the Star Map / Universe Map (M) to see every planet as a real rotating model — your world is gold — and click one to fly there. An on-planet compass, radar and full map keep you oriented.
Several systems keep pulling you forward, short-term and long-term.
The quest line doubles as the tutorial spine — claim, build, fight, refine, trade, upgrade, fly — each with a hint for the next concrete action. Daily rewards and login streaks pay out Shards, a premium meta-currency.
When a colony has grown enough you can ascend: restart it in exchange for Aether Cells, a permanent currency that buys boosts making every future colony grow faster. You keep your Cells, upgrades, home and character; only buildings and raw resources reset. The in-game Ascension screen shows exactly what you'll bank.
Everything in one place.
How Aetheria's world, economy and token actually work — in plain language, for players. Nothing here is financial advice.
Aetheria is a playable 3D colony game with an optional web3 value layer on Solana. You explore real spherical planets on foot and by ship, build and defend a colony, and trade a refined commodity for the game's token.
At its core it's a build-and-survive sim: claim a home world, run an economy of producers and a refinery, fight rogue machines for materials, and progress through colony levels and Ascension. The "web3" part is a thin, optional layer on top — the game is a game first.
Aetheria boots and plays fully offline as single-player. The multiplayer and on-chain features are strictly additive: with nothing configured, none of them run, and the game is identical to pure offline play. You never need a wallet to play.
Seven resources drive everything. Most are produced or won in-game; one is the tradeable token at the end of the chain.
The three raw materials. Extractors and related producers generate them over time on your colony — including while you're away, as idle earnings. They're the inputs to building and refining.
The combat material. Rogue mechs and creatures drop Cores when defeated. Higher building tiers, faction structures and weapon upgrades all require Cores — so combat is wired directly into progression.
A refined commodity. A Refinery converts Crystal, Metal and Gas into Aurium. Aurium is what you actually take to market — it's the bridge between raw production and token value.
A premium meta-currency earned from login streaks and daily rewards. Shards persist across Ascensions and feed retention features; they are separate from the on-chain economy.
$AETHER is the game's token. You earn it by selling Aurium on the marketplace. It can be spent within the game's value layer. Crucially, $AETHER is never minted by playing — it only ever moves between holders or is burned (see below).
Value flows in one direction: raw materials → Aurium → $AETHER, with sinks along the way that keep it healthy.
Producers generate raw materials on a timer, scaled by your colony level, upgrades, your home world's bonus, and any active hazards. The Refinery consumes raw materials to craft Aurium. Building more and upgrading raises throughput.
The Aurium market settles in $AETHER. When you sell, you receive 95% of the value; a 5% fee is taken on the transaction. Prices respond to supply and demand rather than being fixed.
The 5% fee splits 50% burned and 50% to the treasury. Because nothing mints $AETHER during play and every trade burns a slice, circulating supply only ever shrinks from activity. The treasury funds ongoing development and rewards.
Premium boosts are gated by USD-pegged hold-tiers and capped at +50%. This deliberately limits how much an advantage money can buy, keeping the playing field close between big and small holders.
The most important section to read before you think about value.
$AETHER is a utility token for the game — it exists to power the in-game economy, not as an investment vehicle. Treat any value it carries as part of playing the game. Nothing in these docs is financial advice.
In code, $AETHER is never minted as a reward — gameplay only moves it or burns it. The market's burn means activity is deflationary by design. There is no faucet that creates new tokens for playing.
The on-chain layer is built as a devnet seam that is OFF by default. Until it's enabled the economy is simulated and clearly labelled. A real mainnet launch is hard-gated behind legal review and a security audit — and the token is not launched. The simulated economy lets you play and learn the systems safely in the meantime.
Everything online is opt-in and additive. None of it is required to play, and all of it is off unless explicitly configured.
An optional layer can sync your save and colony snapshots to the cloud, so progress follows you across devices. Off by default; your save otherwise lives locally in your browser.
When enabled, you can see other players moving through your world in real time, and visit another player's colony read-only. Empty rooms cost nothing — the presence layer hibernates when no one's around.
Every networking and chain call is a guarded no-op when its flag is off. The offline game always boots identically — the online features simply aren't on the play path unless you turn them on.
A few ground rules that shape the design.
The economic / earn layer is intended for adults (18+). The visual style is friendly and approachable, but the audience for anything involving real value is adult.
Aetheria does not provide investment or financial advice. $AETHER is a utility token for play. Make your own decisions and never spend more than you can afford to lose.
Offline play keeps your data on your device. If you opt into online features, only what's needed to sync and present multiplayer is sent. You're never required to connect a wallet to play the game.
The foundations — spherical worlds, building, combat, economy, flight, and the additive multiplayer + chain seams — are in place. Ahead: deeper colony systems, richer worlds and content, more social play, and, only after legal review and an audit, the owner's decision on a token launch. Until then the value layer stays simulated and clearly labelled.
Do I need a wallet to play? No — Aetheria plays fully offline as single-player.
Is the token live? No. $AETHER is not launched; the economy is simulated until a mainnet decision is made.
Can I lose my progress? Your save persists locally (and in the cloud if you opt in). Ascension resets buildings on purpose, but keeps your permanent currency, upgrades, home and character.
Is this an investment? No. It's a game with a utility token, and nothing here is financial advice.
Your colonist, account and stats.
Colonists Online
See who's sharing this world.