Naming
For where each name is discussed across the docs, see concept-index.md.
Style rules Decided
- Alien raw materials get playful, derived names, usually ending in -ite and riffing on a familiar mineral. In the fiction, the survivors coin these names when the Scout Drone scans something with recognizable elemental signatures but an unfamiliar structure.
- Things made from them keep ordinary names (iron, copper, electricity, steel beams). The geology is alien; the industry is familiar.
- Buildings get plain functional names so players instantly know what a Depot or Refinery does.
- UI actions stay plain: “Shutdown,” “On/Off switch,” “Power.” No atmospheric names for interface actions. “Silent Running” was rejected because the action is a shutdown, not a way of running.
- Avoid names and recipe chains that read as copied from Factorio (for example, use iron → steel beams, not iron plates → steel).
- Each alien type gets a name, shown when tapped. Names can be the survivors’ informal coinages (“bugs” is fine in dialogue).
Resources
| Name | What it is | Status |
|---|---|---|
| Evolite | The special tech-unlocking resource. “Evolution”: it’s part of the creatures’ biology and the reason for their extraordinary adaptations. Not a fuel. | Decided |
| Calcified Evolite | Stable surface Evolite deposits | Decided |
| Live Evolite | Evolite that spawns creatures, i.e. a hive | Decided |
| Colite | Coal-like primitive fuel. Only ever burned for energy, never used as a building material. | Decided |
| Basalite | Stone and construction material (“stone” in dialogue and tooltips) | Decided (provisional) |
| Ferrite | Iron-bearing ore, refined into iron | Decided (“maybe overused, but the best option”) |
| Cuprite | Copper-bearing ore, refined into copper | Decided |
| Silicate | Silicon-bearing raw material, refined into silicon | Decided |
| Iron, Copper, Silicon, Steel Beams, Wiring, Microchips… | Manufactured goods use ordinary names | Decided |
| Electricity / Power | Plain names | Decided |
Placeholders used along the way and replaced: oil, money, unobtanium, Ichor → Evolite.
Buildings and units
| Name | Notes | Status |
|---|---|---|
| Crashed Ship / the Wreck | Either works in casual dialogue | Decided |
| Depot | Builds and dispatches vehicles | Decided |
| Outpost / Truck Stop | Receiving end of truck routes; final name open | Tentative |
| Storage Silo | Preferred over “Warehouse” | Decided |
| Foundation | Replaces the working name “flooring” | Decided |
| Barracks | Decided | |
| Scout Drone | Preferred over “Recon Drone” | Decided |
| Harvester | Small primitive gathering truck | Decided |
| Engineering Crew | Also called “construction crew” in discussion | Decided |
| Logistics Truck | Little pickup-style trucks, not semis | Tentative |
| Mining Drill | Plain “drill” wording on purpose | Decided |
| Evolite Drill | The “big drill.” Deepcore Drill is a fun alternative or class name. | Decided / alt open |
| Refinery | Preferred over “Smelter” | Decided |
| Fabricator | General-purpose; more specialized factories come later | Decided |
| Radar Station | “Sensor Array” is also fine | Decided |
| Command Center | Liked; its role is a late-game question | Tentative |
| Turrets | Many kinds, to be named later | Open |
| Sword Bot, Gun Bot | Working names for the first two robot security units | Tentative |
| Ruin ghost | Internal name only. The UI says “Destroyed Refinery,” “Destroyed Barracks,” etc. “Ghost” may appear in UI for construction ghosts. | Decided |
Characters
The General, the Doctor (“Doc”), the Director. See narrative.md.
Mechanics
| Concept | Name | Status |
|---|---|---|
| Ordinary industrial disturbance | Noise | Decided |
| The big drill’s expanding disturbance | Seismic signature | Decided |
| Network-wide shutdown | No special name; just “shutdown” | Decided |
Still unnamed
- The game itself
- The planet
- The alien species (and every individual creature type and boss)
- The final name for the Outpost / Truck Stop