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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

NameWhat it isStatus
EvoliteThe special tech-unlocking resource. “Evolution”: it’s part of the creatures’ biology and the reason for their extraordinary adaptations. Not a fuel.Decided
Calcified EvoliteStable surface Evolite depositsDecided
Live EvoliteEvolite that spawns creatures, i.e. a hiveDecided
ColiteCoal-like primitive fuel. Only ever burned for energy, never used as a building material.Decided
BasaliteStone and construction material (“stone” in dialogue and tooltips)Decided (provisional)
FerriteIron-bearing ore, refined into ironDecided (“maybe overused, but the best option”)
CupriteCopper-bearing ore, refined into copperDecided
SilicateSilicon-bearing raw material, refined into siliconDecided
Iron, Copper, Silicon, Steel Beams, Wiring, Microchips…Manufactured goods use ordinary namesDecided
Electricity / PowerPlain namesDecided

Placeholders used along the way and replaced: oil, money, unobtanium, Ichor → Evolite.

Buildings and units

NameNotesStatus
Crashed Ship / the WreckEither works in casual dialogueDecided
DepotBuilds and dispatches vehiclesDecided
Outpost / Truck StopReceiving end of truck routes; final name openTentative
Storage SiloPreferred over “Warehouse”Decided
FoundationReplaces the working name “flooring”Decided
BarracksDecided
Scout DronePreferred over “Recon Drone”Decided
HarvesterSmall primitive gathering truckDecided
Engineering CrewAlso called “construction crew” in discussionDecided
Logistics TruckLittle pickup-style trucks, not semisTentative
Mining DrillPlain “drill” wording on purposeDecided
Evolite DrillThe “big drill.” Deepcore Drill is a fun alternative or class name.Decided / alt open
RefineryPreferred over “Smelter”Decided
FabricatorGeneral-purpose; more specialized factories come laterDecided
Radar Station“Sensor Array” is also fineDecided
Command CenterLiked; its role is a late-game questionTentative
TurretsMany kinds, to be named laterOpen
Sword Bot, Gun BotWorking names for the first two robot security unitsTentative
Ruin ghostInternal 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

ConceptNameStatus
Ordinary industrial disturbanceNoiseDecided
The big drill’s expanding disturbanceSeismic signatureDecided
Network-wide shutdownNo 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