Current beta feature map
Everything in Fibonex points back to one idea: build a machine that proves a pattern.
This page summarizes the implemented Fibonex beta. It is a browser-first top-down 2D math factory game with a persistent offline Home Factory, local sandbox saves, Fibonex Math Wars, server-authoritative online worlds, verifiable proofs, PWR, Tech Ore refining, blueprints, research, deterministic PHYS/LIGHT systems, Capture creator tools, and a PWA-friendly deployment.
Ways to play
Start offline, build freely, then take proofs online.
Fibonex is structured so a new player can learn the factory loop without an account, then continue into sandbox experiments or server-verified online proof runs.
Play / Home Factory
Offline-first persistent building: start a local Home Factory, feed the Collector, research tools, and keep your progress.
Steam-ready offline saves
Offline Sandbox
Free building with the same local save slots, local blueprint libraries, optional TechTree progression, or everything unlocked.
Local, account-free building
Fibonex Math Wars
A local browser playtest and seeded online test world use number-built ammo, waves, damage, repair, and restartable difficulty.
Deterministic math-factory defense
Play Online
Account-based private worlds, role-gated Challenge and Capture tools, server-owned simulation, and verified proofs.
Server authoritative by design
Core loop
Mine numbers. Move signals. Build calculations. Feed the Collector.
The world generates deterministic number fields and permanent Tech Ore veins. Miners extract values, belts carry readable glyphs, machines combine streams, PWR networks feed active production, REF turns Tech Ore into upgrade kits, and the central 5x5 Collector accepts the numbers a contract asks for.
Factory systems
A broad toolset, still grounded in readable top-down 2D.
Transport and belts
- Four buildable belt families: Belt 1×, Flux 2×, Pulse 3×, and Quantum 4×.
- Speed comes from the belt family, with no repetitive per-tile Belt upgrades.
- Matching colored outlines and chevrons keep every speed readable without changing the Belt shape.
- Underground belts, belt bridges, crossings, and junctions preserve their selected Belt family.
- Splitters with round-robin, overflow, priority merge, and validated duplicate support.
- HARDEN transport shielding for number items against LIGHT destruction.
- Manhattan belt drag that can skip blocked start or end tiles.
Math machines
- 3x3 MATH factories with A, operator, B, result, and remainder ports.
- Operators including arithmetic, comparison, boolean, min, max, and exponentiation.
- IF, Logic, Gate, Register, Counter, Delay, Constant, Random, and Calculator factories.
- Calculator expressions are safely parsed and bounded.
- Custom factories from 3x3 to 12x12 with ports, nodes, wires, and simple calculation nodes.
Resources and storage
- Deterministic chunk-based number resources and permanent Tech Ore veins.
- Starter resources focus on small readable values; generated number 10 is intentionally avoided.
- Items render as readable number, operator, Tech Ore, and upgrade-kit glyphs.
- Fibonacci, prime, and negative number accents make important values stand out.
- Storage and SORT buffers contribute to pooled build resources through the RES overview.
- REF processes 3 Tech Ore into one upgrade kit after a visible refining progress step.
World tools
- Signs for background notes with text, color, border, alignment, and size.
- Decorative ground tile painting with place, rotate, and remove actions.
- Delete, rotate, undo, move/hand, area selection, and build ghosts.
- Machine config menus for configurable MATH, PHYS, LIGHT, signs, and splitters.
- Focused save/load support for buildings, items, machine state, ground tiles, characters, research, control lines, and optional defense state.
- Explicit Save/Load dialog with manual slot actions, Quick Save, Quick Load, autosave in the current slot, and correct slot feedback.
PWR and control
- 3x3 PWR generators convert positive number items into deterministic network energy.
- Power lines can overlay belt tiles and supply nearby active consumers without transporting items.
- Battery blocks store overflow and help cover brownouts.
- Control lines connect buildings on alpha and beta channels and can enable or disable machines from typed signals.
Contracts and proofs
The game does not just ask for answers. It checks the production trace.
Guided play centers the Collector as the heart of the world. Correct arrivals count as Accepted, wrong values count as Noise, and online proofs are verified from server-owned worlds.
PHYS and LIGHT
Advanced systems stay deterministic, readable, and top-down.
PHYS number projectiles
PHYS blocks move number projectiles tile by tile. Emitters, collectors, reflectors, absorbers, bumpers, repeaters, filters, fans, gravity wells, repulsors, portals, prisms, lenses, and orbit blocks create signal-routing puzzles without free rigid-body physics.
Projectiles are number-only, deterministic, and power Math Wars damage.
LIGHT number beams
LIGHT blocks resolve deterministic number beams from emitters. Receivers, mirrors, absorbers, splitters, filters, prisms, lenses, and portals let players route transient beam paths, while HARDEN protects belt items from unshielded beam damage. In Defense worlds, LIGHT emitters and gates can damage attacking creeps.
Beams are snapshot state, not saved world state.
Progression and sharing
Sandbox comfort, research goals, and blueprint portability.
Research / TechTree
Saved sandbox slots and normal private online worlds can unlock Belt variants, Flux, Pulse, and Quantum Belt research, HARDEN, Tech Ore mining, logic math, memory math, number generators, and custom machines.
Blueprints
Blueprints use the FXBP1 format, local libraries, shortcode fallback, and normal server-validated placement commands online.
Pro hooks
Blueprint comfort tools, extra online slots, and advanced PHYS/LIGHT build rights are gated through current client and server entitlement paths.
Online trust model
Online worlds do not trust browser-authored world state.
The public gateway handles accounts, sessions, Colyseus rooms, invites, billing hooks, moderation, proof routes, and website pages. World simulation is owned by server runtime code, either in the gateway process or through a private HTTP runtime worker.
Accounts and worlds
- Registration, login, logout, session resume, password reset, and optional email verification.
- Roles for player, pro, moderator, dev, and admin, plus feature roles for camera, challenge, and webstats tools.
- Admin user management for role changes, reset links, session revocation, account bans, and IP bans.
- One private online world per user, with invites and role-gated creator overlays.
- Public-zone data model exists, with normal player visibility currently limited during beta.
- Feedback tickets, authenticated attachments, staff replies, image markup, admin audit logs, and Webstats dialogs are server-backed.
Server validation
- Online commands are sanitized against rights, footprints, coordinate limits, and Pro gates.
- Offline saves are not imported wholesale into online worlds.
- World saves use atomic writes and backup recovery.
- ProofReceipts come from server verification, not client claims.
- Private runtime-worker RPC stays behind a bearer token and is not exposed to browsers.
Player experience
Designed for browser access, readable factory work, and small screens.
UI and rendering
- PixiJS top-down renderer with 32x32 tiles and theme-aware assets.
- Dark, light, candy lab, and high contrast themes with online account sync.
- English and German game UI.
- Bottom dock groups for Move, Belt, COMN, Math, PHYS, LIGHT, and menu actions.
- Quick toolbar slots, compact notification cards, RES resource dialog, Save/Load dialog, large map dialog, zoom controls, grid toggle, beta progress, and feedback context.
Characters and inventory
- Switch between camera control and character control with K.
- Animated top-down character sprites with local and remote online rendering.
- Characters can stand on belts and be carried by belt flow.
- Sandbox and online inventory, pickup, drop, and respawn actions.
- Online movement and inventory transfers are server-validated.
PWA and deployment
- Installable Progressive Web App behavior for phone and desktop use.
- Public website pages for homepage, handbook, investors and partners, privacy, imprint, and health and safety.
- Privacy-friendly first-party website and play stats stored server-side.
- Security sink audit for unsafe HTML and script execution patterns.
- Route, header, realtime, secrets, npm audit, and registry-signature checks are grouped under security and production checks.
- Caddy, systemd, and Docker Compose deployment support for gateway plus private runtime worker.
Capture Atelier
- Role-gated Capture overlay inside the user's private online world.
- Free, 16:9, and 9:16 frame formats.
- Frame list, naming, loop timing, duplicate, fit, crop/resize handles, PNG export, local video recording, viewport camera shots, click-built waypoint camera paths with Bezier handles, speed presets, smoother zoom with an ignore-zoom toggle, PixiJS intro/outro stingers, seasonal holiday presets, and a server-backed media browser.
- Resolve-inspired media browser with bins, media pool, viewer/inspector, preview, search/filter, import, rename, download, open, delete, and refresh for PNG/WebM/MP4 captures.
- Media bins can be created, renamed, deleted when empty, and used to organize captures.
- Capture Studio projects guide creator work through Media, Cut, Brand, and Deploy with timeline trims, Fibonex branding presets, deploy briefs, and JSON manifests.
- Draft, move, publish, unpublish, and delete flows.
- Published captures can animate as the start screen backdrop.
Ready to try it?