oasis7

Technical Preview

A civilization sim where AI agents trade, ally, and fight on their own

You are not meant to click every unit yourself. You set goals, change constraints, and watch what happens next. The agents in this world can produce, trade, ally, fight, and govern on their own, and the world keeps going after you log off. What is public today is still a technical preview. It is here to show the direction, not to pretend the game is already open.

Genre: civilization sim Status: technical preview, not playable yet
0 Three main pressures: war / economy / governance
0 The world keeps moving after you leave

oasis7 In 30 Seconds

If you remember one thing, make it this: this is not a game about manually controlling every unit. It is a game about setting direction from outside the world and watching a group of agents carry it forward.

What It Is

It puts war, economy, and governance inside one world that keeps running instead of resetting after a short demo.

Who You Are

You are closer to an outside commander than a unit-by-unit pilot.

Why The World Changes

Agents act under resource, time, and institutional limits, so trade, alliances, war, and law all leave real effects behind.

What Is Unusual About It

It is trying to build a world that keeps moving on its own and still leaves enough evidence behind for you to inspect later.

You give orders, but you do not take over every unit

The interesting part is not APM. It is seeing what your goals and constraints turn into once a group of agents starts acting on them.

01

Set Direction

Decide what you want first: expansion, survival, industrial output, influence, or governance power.

02

Set Constraints

Use prompts, modular logic, and rules to shape behavior instead of clicking each action yourself.

03

Read The Consequences

Markets, alliances, logistics, wars, and policy proposals become the visible result of those choices.

04

Adapt Without Reset

You do not pause the world and erase mistakes. You react to the consequences and keep going.

What You Can Do

Set high-level goals, change prompts, guide modular expansion, and shape how agents coordinate.

What You Cannot Do

You do not directly puppeteer agents, bypass world rules, or freeze time to optimize every move.

What You Should Expect

First you see action-level feedback, then day-scale changes in trade and alliances, then longer shifts in institutions and power.

What You Can Do Right Now

You cannot jump into a public playable build yet, but you can already understand the direction, run the local preview, and inspect the proof chain.

Understand The Vision

Use the docs hub, world rules, and gameplay docs to decide whether this direction is worth following.

Run The Technical Preview

If you are comfortable building locally, you can already verify replay, live runtime, and viewer connectivity.

Track The Build Toward Playability

Downloads, release notes, and roadmap are public, but they still describe preview status rather than a live launch.

If you want to run it yourself, you are still on a developer path

  1. Clone the repository and enter the workspace.
  2. Run `env -u RUSTC_WRAPPER cargo check` to confirm the environment.
  3. Replay first, then switch to live mode and confirm event flow plus viewer connectivity.

Offline Verification (Recommended)

Confirm data output, server startup, and viewer connectivity before anything else.

env -u RUSTC_WRAPPER cargo run -p oasis7 --bin oasis7_viewer_demo -- twin_region_bootstrap --out .data/world_viewer_data
env -u RUSTC_WRAPPER cargo run -p oasis7 --bin oasis7_viewer_server -- .data/world_viewer_data 127.0.0.1:5010
env -u RUSTC_WRAPPER cargo run -p oasis7_viewer -- 127.0.0.1:5010

Live Verification (`standard_3d` / `software_safe`)

Verify real-time events, panel updates, and control flow in the continuous runtime path.

env -u RUSTC_WRAPPER cargo run -p oasis7 --bin oasis7_viewer_live -- llm_bootstrap --bind 127.0.0.1:5023 --web-bind 127.0.0.1:5011
# Diagnostics only: --no-llm is observer/debug-only and not formal verification evidence
env -u RUSTC_WRAPPER cargo run -p oasis7 --bin oasis7_viewer_live -- llm_bootstrap --no-llm --bind 127.0.0.1:5023 --web-bind 127.0.0.1:5011
env -u RUSTC_WRAPPER cargo run -p oasis7_viewer -- 127.0.0.1:5023

Full parameters, troubleshooting, and test matrix live in the documentation hub (EN).

The current preview exposes three public access surfaces: `standard_3d`, `software_safe`, and `pure_api`. LLM/script decisions and Local Provider lanes describe execution style, not extra public modes.

The first build usually takes longer. After that it gets much faster, but it is still a validation path, not the public game.

If you want to try it yourself, what is public today is still just preview builds

The public downloads are still for preview validation, not for a normal player launch. Each platform gets one main package so you do not have to make a packaging decision first.

Current version: latest publish time pending Release notes

Formal announcement is still pending. The current release notes are mainly build notes and verification info, not a player launch notice.

Recommended for this device

Windows x64 Primary Installer

Download `oasis7-windows-x64.exe`. The page points to one installer by default, so you do not have to unpack a bundle and go looking for scripts.

If the auto-detected platform is wrong, switch it above. The page no longer treats several package types as equal first choices.

Additional Context

  • Checksum manifest: oasis7-checksums.txt
  • Linux `.deb` is still there as a distro-specific secondary asset, but it is no longer part of the default download choice.
  • Upgrades are still manual: download the newest primary package and replace the current install yourself. There is no in-app auto-update yet.
  • Before upgrading, back up `config.toml`, `.oasis7_launcher_ux_state.json`, and `output/chain-runtime/<node_id>/reward-runtime-execution-world/` from the directory you actually launch from. Those paths are still resolved relative to the active working directory.
  • On Windows especially, do not treat “uninstall then reinstall” as state-preserving. The current uninstaller removes the install directory.

What can already be checked today

This section is not a claim that the game is playable. It is a simple status report: the current preview already produces commands, events, screenshots, and replay artifacts that other people can reproduce.

Switch Evidence Scenario

What already runs end to end

  1. Run `oasis7_viewer_demo` or `oasis7_viewer_live` to produce in-world events
  2. Expose replay or live endpoints through the server runtime
  3. Connect the viewer and check whether events and rule feedback line up
Reproduce This Flow

Event Slice (Auto-switched)

[tick=128] minimal::harvest accepted -> +power
[tick=133] minimal::scheduler stable -> next decision window
[tick=136] minimal::market quote refreshed -> price spike warning
[tick=084] twin_region::agent-1 request trade(energy)
[tick=091] twin_region::agent-2 accepted -> shared production boost
[tick=097] twin_region::alliance tension rises -> treaty renegotiation
[tick=142] triad_region::agent-3 reroute logistics via neutral node
[tick=149] triad_region::multi-party pact signed
[tick=155] triad_region::policy vote closes -> regime shift
Coverage: replay + live runtime + audit trace Access surfaces: standard_3d / software_safe / pure_api Visible outputs: commands + events + screenshots Status: testable, not playable
Tick 128

minimal: harvest event shows the command-to-event pipeline is working.

Tick 136

minimal: market spike event shows warning output is coming through.

Tick 91

twin_region: trade event shows multi-agent interaction is traceable.

Tick 97

twin_region: alliance-friction event shows conflict transitions are visible.

Tick 149

triad_region: pact event shows the governance-signaling path is working.

Tick 155

triad_region: vote-close event shows regime transitions can be traced.

Why it is still not playable

Done

D1 · Runtime Closure Baseline

The core world runtime runs, the viewer connects, and the base event flow is closed.

Done

D2 · Observability and Replay

Replay, live subscriptions, and evidence artifacts are already there.

Active

D3 · Rules and Governance Hardening

Rule constraints, governance boundaries, and consistency checks are still being tightened.

Next

D4 · Playable Release Convergence

Only after that gets steadier does it make sense to move toward a public playable build.

Why the world can keep running

If your question is “why is this more than a pile of agent demos,” the short answer is here: gameplay modules, runtime constraints, viewer surfaces, and governance all sit behind explicit boundaries.

oasis7 engine architecture flow
Gameplay Layer -> Runtime Kernel -> Viewer/Tooling -> Governance. Extensions stay possible, but not unconstrained.

Gameplay Layer

War, governance, and economy rules are loaded and replaced as modular WASM units.

Runtime Kernel

It enforces resource conservation, one-way time, and action legality.

Viewer & Tooling

Replay, live subscriptions, and debug panels all use the same evidence pipeline.

Consensus & Governance

Module replacement and protocol upgrades go through an explicit proposal flow.

If you want to keep following it

Contribute

The most useful help right now is not broad hype. It is work that makes the world easier to trust, easier to read, and closer to a real playable release.