EON
This is just a prototype I built to test game feel and a few mechanics. It was never meant to be sold.
EON is a prototype I had wanted to build for a long time: a contemplative space exploration game, a ship adrift between stars, with no fail state and nothing chasing the player. A side project, built alone and outside studio hours.
EON needs a mouse and will not run on a touch screen. Open the address below once you are back at a desk.
eon.arthurbrosson.com ↗The game did not load in this frame. Open it from the address below.
eon.arthurbrosson.com ↗Playable with the mouse
eon.arthurbrosson.com ↗EON. You fly an unmanned probe across a galaxy that wasn't expecting you.
Controls
Click a body to target it. Click empty space to launch, and you swing off your orbit with gravity doing the work. Hold the mouse button while you're flying to thrust toward the cursor, which eats your reserve, and you don't have much of it. Scroll to zoom, drag to look around, click the mini map to open the galactic chart.
What you're doing
There's nothing to finish. You fall from one world to the next and name the ones you capture, and every name you add lets the probe see and target things further out. It never makes you fly faster, only see better.
Time at home keeps running while you do this. Roughly a day per orbit, a century or so on a long crossing. You're not going back.
Design intentions
Under constructionTechnical
Under constructionWritten in TypeScript and drawn on a Canvas 2D context, bundled with Vite. No game engine, no rendering library, no UI framework.
The constraint was deliberate. Every pixel on screen is a draw call I wrote, so a visual idea shows its cost while I am still designing it. It also keeps the build small enough to load in a frame, which is what makes it playable from this page.
- TypeScript · game state, systems, and input
- Canvas 2D · the entire renderer, no WebGL
- Vite · dev server and production build
- No runtime dependency · the shipped bundle is the game and nothing else