singularity.cognitronics.ai

One multiverse.No waiting.

The development log of Singularity – a turn-based strategy game in 1920s Manhattan, where every player leads a secret organisation and rules their own parallel universe.

Screenshot of the playable prototype: isometric Manhattan with eight districts, facilities, Central Park rift zone, resource bar and district panel

Play the prototype →

01 — Devlog
02 — The game in detail

What it's about

Singularity is a turn-based online strategy game for several players. It is set in 1920s Manhattan, among Art Deco skyscrapers, zeppelins, radio towers and speakeasies. The city already exists – you don't build it, you control it. Every player leads a secret organisation that steers Manhattan from the shadows.

An experiment with ether crystals has split the world into countless parallel universes. Each player rules one of them. The goal: keep your universe stable while all the others fall into the singularity.

One Manhattan, many universes

All players play in the same Manhattan, but each in their own version of it. The universes are almost identical but differ in the details. Here the Empire State Building carries a mooring mast for zeppelins; there it is an ether tower. One universe has Prohibition, another doesn't. Deposits are slightly shifted. These variations bring small advantages and drawbacks.

Playing without waiting

Turn-based online games share one problem: everyone waits for the slowest player. Singularity solves this with epochs.

The story explains it: time runs at a different speed in every universe. Players being at different turns isn't a technical compromise – it's part of the world.

Steering Manhattan from the shadows

You don't build roads or houses. Manhattan is already there, and your organisation runs it in secret.

Events such as strikes, Prohibition or a stock market crash stir up the districts. AI factions – the mob, the police, the unions and the press – react to what you do.

Ether crystals

The most important resource. Without them there are no anchors and no contact with other universes.

Contact with other universes

Connections to other players are researched step by step. Each stage brings more options and more risk.

  1. Glimpse: A small crystal opens an ether mirror. For a moment, a rival's world flickers over yours: their facilities, their progress, their turn. Ether dampers protect against prying eyes.
  2. Trade: Portals connect universes. Goods, blueprints and crystals change hands.
  3. Crossing: Agents and expeditions cross over to spy, sabotage or steal anchors – and meet doppelgängers.
  4. Merging: Two universes overlap. Buildings in the same spot compete or become hybrids. It can be an alliance or a hostile takeover.

Trading through time

Because players are at different turns, a slower player's universe lies in the past, a faster one's in the future.

One firm rule prevents paradoxes: nothing sent into the past changes turns the sender has already played.

Secret research

A dedicated research branch brings technologies known from conspiracy myths: Tesla weather towers modelled on HAARP, free energy plants, zeppelin spraying, cloaking fields like the Philadelphia Experiment, chrono labs, propaganda stations, drilling into the hollow Earth and the ruins of Tartaria. They are powerful, but every one of them makes your universe less stable.

Instability

Instability is the price of power. It rises through mining rift zones, portals, crossings and secret research. High instability brings rifts, anomalies, lost cargo and restless citizens. Stabilizers bring it down again but cost space and upkeep. Every decision trades fast growth against safety.

Anchors and the endgame

Across the cosmos there are exactly ten victory points, called anchors – Manhattan's landmarks: Empire State Building, Chrysler Building, Flatiron Building, Brooklyn Bridge, Central Park, Wall Street, Woolworth Building, Grand Central, Times Square and the Statue of Liberty. Whoever holds at least six wins: their universe is stable, all others collapse.

Because only ten exist, every anchor you gain is one someone else loses. If nobody reaches six by the last epoch, whoever holds the most wins.

Fair despite different speeds

The look

Grey, moody and isometric, inspired by X-COM and Command & Conquer from the 90s. The only strong colours belong to the ether: cyan for other universes, violet for rifts, plus warm window light and neon.

What's next

  1. Playable single-player core: Manhattan with eight districts, facilities, resources and psy power – already playable.
  2. Server with saved games and deterministic simulation.
  3. Epochs and sync points for several players.
  4. Glimpses, then trade and time portals.
  5. Crossing, merging, AI steward and endgame.