Free public alpha · a persistent economic MMO · in your browser

A living economy. Your company is one part of it.

Build companies inside persistent worlds shared with other players and with autonomous businesses. Every market clears once a day against real capacity, real costs and real demand. Nobody controls the price, and the world keeps running while you are away.

No download. No email. Pick a name and a password, choose a world, found a company.

Plays best on a desktop browser. The alpha is free.

products
15
markets clearing daily
20
regions per world
2
scripted prices
0
ONE WORLD · ONE ECONOMY YOURCOMPANY NPCCOMPANIES ANOTHERPLAYER THEMARKET INPUTS PRICES PRODUC-TION NEWEFFECTS sells sells sells buys moves felt in the next market down the chain
One market seen from every side: your company, NPC companies and other players sell into it and buy from it; what it clears at pays for the inputs and moves the next market down the chain.

Free public alpha

  • Actively developed, by one person.
  • Worlds evolve. Balance will change. A world may be reset.
  • Feedback is wanted: what is confusing, unbalanced, broken, or unexpectedly fun.

You do not control the economy. You take part in it.

Multiplayer here does not mean seeing other players. It means selling into the same markets they sell into, and buying what they also need. Your competitor does not have to shoot you to affect you: they can consume the input you needed, expand capacity before you do, flood a market, or create demand somewhere else.

  1. A market is short.

    Buyers want more hosting than the region's data centers can sell. The auction clears high, and every bid says so.

  2. Someone builds.

    A player, or an NPC company reading the same price, orders racks. The project buys construction crews and equipment on their own markets.

  3. The chain feels it.

    Crews are booked, steel and equipment tighten, electricity rises where the hall is going up. Prices move three markets away from the decision.

  4. Capacity arrives.

    Weeks later the racks come online. Hosting falls; the fleets that waited buy cheap; the hall that overpaid for its crews sells at a loss.

  5. The opportunity moved.

    The shortage is now in compute, or in the other region. Nobody wrote that. Where is it now?

One auction per market per day

Bids and asks meet in a uniform-price call auction. The clearing price maximises trade; when one side is under pressure, that side gives way. Twenty markets, fifteen products, from electricity and labour to chips and food.

Capacity is physical

Selling consumes real output. A data center without power produces no hosting; a fleet with nobody hosting in its region produces nothing at all. Shortages hit specific counterparties.

Money is conserved

Every cent moves through one ledger. Two banks lend what they have, a default costs the lender, and a company that runs out of everything goes to a public receiver that sells its assets on.

The world doesn't wait for you.

  • NPC companies produce, invest and fail.
  • Markets clear every day, with or without you.
  • Shortages emerge. Prices react.
  • New companies enter where buyers are waiting.
  • You enter an economy already in motion.

Seen in the worlds, not written into the code

  • Cheap credit in year one produced an investment boom, then plants overbuilt and electricity fell from the public tariff to less than half of it.
  • A seller that shorted its contracts found its promises worth less to every buyer, without any rule telling it to stop.
  • Data centers were built in waves; in each glut the price settled at the cheapest operator's cash cost while the costly halls went unsold.
  • A region whose last data center closed had fleets bidding for racks for months; the first hall to open there named its price.

Each world is its own economy.

You are not creating a save game. You are entering a world that may already have years of history: its own companies, its own NPC population, its own prices, its own speed. Some run at one day a few seconds; some are slow; some are experiments that may be reset.

STANDARD WORLD

day
speed
companies alive
regions

Design preview: live figures appear here when the page is served next to the game.

  • Persistent. A world's state is saved and restored across server restarts; companies, contracts, loans and the chat survive.
  • Generated. A world can start from the baseline map or from a seed that draws its companies, sizes, land and populations.
  • Shared. Every player on a world trades in the same markets with the same NPC companies, and reads the same leaderboard.
  • Timed. Each world runs at its own speed, set by the host; a day closes and every market clears.

Observe. Invest. Produce. Trade. Adapt.

You start with a founder's stake and a public startup loan, enough for a first plant, a first hall or a first fleet. Everything after that is a decision with a price.

  • Observe

    Read the markets

    Every price with its history, what is online and what is being built, the share that went unsold, and where buyers are waiting with nobody to sell to them.

  • Invest

    Build or buy capacity

    Order a project and wait out its lead time, or buy a failed rival's plant from the public receiver. The cost sheet says what it earns per day before you commit.

  • Finance

    Borrow inside the economy

    A public development bank and a commercial one live in the world. Your leverage, coverage and payment record decide what they lend and at what rate.

  • Produce

    Buy inputs, sell output

    Your company trades every day whether you are there or not. You set the standing orders: minimum selling prices per market, maximum buying prices, how much of your capacity to run.

  • Trade

    Sign contracts

    Fixed-price supply for months, firm or best-effort, delivered before the spot market. Your delivery record is public and buyers price it.

  • Adapt

    Survive, expand, pivot

    Mothball a hall, move an asset to the other region, repay early, wind a company down and start another. Grow, or fail and learn why.

Player and NPC companies run on the same rules and the same services. The world exists before you arrive, and it keeps going when you leave.

A command center for one company in a world of many.

Captures of the alpha build, September 2026. The interface keeps moving.

The Markets tab of the alpha build: a tile per market with price and sparkline, capacity and unsold-share bars, then a 180-day price chart with volume bars for each market
Markets: every price with its 30-day band and volume, online capacity against what is being built, and the share that went unsold.
The My Company tab live: seven indicator tiles, a 30-day cash line with daily revenue bars, an expenses ring and per-market sold and unsold bars
My Company, live: cash, debt, revenue, profit, utilisation, and the day's flows as they close.
Company blocks in the alpha build: expenses by kind this month against last, operations tiles per market, and leverage and coverage gauges against the lenders' caps
Expenses by kind, operations per market, and what the lenders think of you.

Built loop by loop, and played while it is built.

World Economy is an independent project built by one person through continuous development and playtesting. The simulation is playable today. The alpha exists to find out what happens when real players enter the economy.

status
free public alpha
development loops journaled
117
automated tests
280+
languages
2

Every development loop is written up with the code: what it tried, what broke, what the economy did, with the simulation's own numbers. The economy runs headless first, years of a world in minutes, measured on several seeds before any change is kept. What changes for players is announced in the game's news.

This is an alpha. Things will change.

If something is confusing, unbalanced, broken, or unexpectedly fun, I want to know. There is no community server or mailing list yet; a feedback channel inside the game is on the list, and this line will point to it when it exists.

Where this is going

  1. Now

    The free public web alpha: persistent worlds on one server, playable in the browser, balanced loop by loop.

  2. Next

    More players on more worlds, the economy validated with them, the balance read from what they do, a feedback channel in the game.

  3. Later

    Larger public playtests, then Steam. The web alpha comes first, and it is free: no purchase, no subscription, no microtransactions. How the game evolves beyond the alpha is not decided yet.

Before you press play.

Is it free?
Yes. The public alpha is free: no purchase, no subscription, nothing to buy inside.
Do I need an account?
A name and a password, chosen in the game. No email, no download. Your companies are yours on that world.
What happens when I log off?
Your company keeps trading under the standing orders you set. The world keeps running; the markets keep clearing.
Can I lose everything?
A company that cannot pay its bills for sixty days goes to the public receiver. You keep your account and can found another company with what is left of your stake.
Will worlds be reset?
Some may be, when the rules change enough. It is an alpha; a reset is announced in the journal.
Phone or desktop?
The game plays best on a desktop browser. This page works anywhere.