Alpha in development · real-time strategy MMO on a real Earth at 1:500

TERRA500

A real Earth, shrunk five hundred times — that's where the name comes from. See the whole planet turn from orbit, then come down, without a single loading screen, and settle wherever you like: your village grows out of whatever that place happens to have.

There is no tech tree here to save you. There is a river to ford, a harvest going bad, and a neighbour holding the iron you don't have. Trade with them, ally with them, or take it.

Terra 500 is an alpha still being built: pieces are missing, things change from one week to the next, and the whole thing happens in the open on our Discord. Leave your email and the invite arrives in your inbox.

the invite link and nothing else|no account, no password|free while in alpha

See the world

42.5°N12.5°E
04:12
Autumn · day 214
🌧
Rain · 11 °C
wind 14 km/h from NW
1:500
true-to-life scale
80 km
all the way round
12
kinds of landscape
24 min
a full day and night
360
days in a year
0
loading screens

One world, no seams

From orbit to a haystack

The planet isn't cut into maps. Pull back and the whole Earth turns beneath you; lean in and you're standing between your own houses. Nothing loads, nothing stops, and anywhere you can see is somewhere you can go.

This matters more than it sounds. When the distance between two villages is the real distance between two real hills, strategy stops being a number in a table and becomes geography: who sits upstream, who holds the ford, who has the forest at their back and who has the sea in front.

So the first decision of the game is where to stop walking. A river mouth, a pine ridge, a clay plain, a stretch of steppe: each biome gives you a different village, because it gives you different things to work with — and leaves you short of everything else.

Come closerOrbit · the whole Earth

The planet turns below you. Anywhere you can see down there is somewhere you can go, in one continuous fall.

The world makes the rules

Six things that won't wait for you

None of it is set dressing. The land, the weather and the seasons run the same way for every player, at the same moment, whether anyone is watching or not.

A real Earth

The Alps are the Alps and the Tyrrhenian is the Tyrrhenian. Every ridge, bay and river is the real one, shrunk down until you can walk it.

Rivers that matter

A river waters your crops, gives you clay and fish, and decides where a cart can cross. Choose the wrong ford and the load goes downstream without you.

Summer and winter, on time

A round world under a real sun: night falls where the light doesn't reach, summer days stretch long in the north, and winter comes for your fields on time.

Weather everyone shares

The same storm crosses the same valley for every player at once. Rain feeds the crops, frost halts them, and a bad sea keeps the boats tied up.

Ore where it belongs

Clay along the rivers, iron on the bare ridges, stone where the slope turns sharp, gold almost nowhere. Nothing was placed by hand — the land decides.

The world remembers

The tree you fell stays felled, the field you break stays broken, the road you wear in stays there — for you, and for whoever passes through next year.

Pillars

No man is an island

The whole game sits on four ideas. Everything else — trades, caravans, sieges — falls out of them.

I

Distance is the enemy

Moving goods costs time, carts and an escort. What a thing is worth depends on where it is: grain in the silo and grain on the road are not the same grain.

II

You cannot be everything

One player can't master every trade. Be a metallurgist, a great farmer or a master shipwright — never all three. Trade isn't a bonus, it's how you eat.

III

A living, merciless world

Day and night, seasons and weather set the pace of your work, your spoilage and your campaigns. Food left unpreserved rots in a matter of days.

IV

Sieges start far from the walls

Cut a road, burn a bridge, put a toll on a crossing. You choke an enemy long before you ever have to face them in the open.

Choose a trade

Decide what you'll never be

Mastery is limited and permanent. Specialising isn't a perk — it's a dependency. Whatever you don't make, you buy. Or you take.

Farmer

grain · oil · wine

Irrigation cut from the river, groves that take months of real care. You feed everyone else — and the morale of their soldiers.

Miner

iron · clay · stone

Ore sits in a few fixed places and nowhere else. Hold a vein and you hold everyone's tools — and the points of their spears.

Shipwright

rafts · barges · bridges

Rafts on the rivers, bridges over the fords, a toll on anyone who uses them. You move what others make, and you name the price.

Nothing keeps by itself. Meat has to be salted, grain dried in clay silos, wine and oil sealed in jars and buried in the cool. Every way of keeping food is a trade of its own — and every trade is somebody else.

Seasons

The world ends, and starts again

A world doesn't run forever. Every season has a goal announced at the start — and when someone reaches it the season is over, the standings are written down, and the map is wiped clean for the next one.

Survive

Get through the first winter

Food, firewood, a roof and enough hands to keep all three coming. Most of a season is spent making sure the village is still there next month.

Dominate

Weigh on the map

Hold the fords, the veins and the roads other people need. Power here isn't a rank: it's how much of the map has to go through you.

Reset

Reach the goal, wipe the board

Each season sets its own end-game goal. Someone reaches it, the season closes, and the whole world starts over — same Earth, new game, everyone level.

The goal changes from season to season — a monument raised, a capital held, a trade route run end to end. Nothing carries over but what you learned, so there is no old account you can never catch up with.

Realms

The worlds that are running

Every realm is a whole Earth of its own, with its own founding sites and its own history already under way. Look at the map before you pick a spot — and at who is already living next door.

All worlds

Devlog

Where we are

Terra 500 is being built in the open. The world itself is up and walkable; the long economy is what we're building now.

  1. Done·The whole planet, from orbit down to the grass
  2. Done·Day, night and the turn of the seasons
  3. Done·Rivers, lakes and coastline
  4. Done·Forests that turn, thin out and fall to the axe
  5. Done·Weather you can watch coming across the valley
  6. Done·Iron, clay and stone in the ground
  7. Done·Villagers with trades: woodcutters, miners, diggers
  8. Now·Settlements: storehouses, fields and building sites
  9. Next·Long supply chains, spoilage, tolls and player trade
  10. Next·Seasons with an end-game goal, standings and a world reset

In the alpha you can

Found
pick a spot on the real map and raise your first storehouse
Clear
send woodcutters into the forest and watch it thin out
Dig
open a vein of iron, clay or stone where the land allows it
Sow
break ground for fields and wait on the weather
Host
open your world and let other players settle the next valley
BbuildGstorehouseEsccancel

Alpha in development

The right spot is out there. You just have to find it.

The world is being built in the open, week by week, and the Discord is where it happens: devlogs, playtests and the people making it. Leave your email and we'll send you the invite.

We email you the invite link and nothing else. No account, no password.

Free while it's in alpha.