Real-time ยท Multiplayer ยท 15-minute matches

Frontier
Exchange

A real-time economic strategy game where your body is the cursor. Land in a raw colony, claim ground, walk a rig out from the Outfitters and race rivals to the Exchange before the bell โ€” one colonist, one shared town, fifteen minutes to strike it rich.

From the current build

You arrive on a dropship.

Frontier Exchange is a 3D world now โ€” a town with doors, a camera hanging over the ring, real light on the fields. Every match opens the same way: a transport comes in over the claims, turns onto the pad, and sets down as the countdown hits zero. The ramp drops, the colonists walk off, and the clock is already running.

The dropship descending over the colony plaza, the countdown reading two
Descending to the landing plaza.
The dropship on the pad in the middle of town, ramp down, a colonist stepping off
Touchdown. The ramp is down and the first colonist is off.
The empty plaza after the dropship has left, a colonist standing in the ring, the match clock running
The transport lifts off. The town circle is yours โ€” stake a claim.

The core loop

Produce it. Trade it. Do it again.

Fortunes are measured in where you put your body and when. You can't be at the Exchange and your far claim at once โ€” that tension is the whole game.

๐ŸŒพ

Produce

Claim a site, then walk to the Outfitters for a bare rig and have it fitted as a Farm, Solar rig or Mine. It trots out behind you as an equipment dog. Deploy it on your own ground: terrain scales the yield, and power and food keep it running.

๐Ÿ“ˆ

Trade

The market keeps a clock. Inside the Frontier Exchange each good's window opens in turn, so timing your walk into town is the game. Prices move with demand, market swings are called ahead, standing orders fill while you're away โ€” or deal rival-to-rival and skip the house.

โš”๏ธ

Endure

The colony fights back, and now you can see it coming: a solar flare lights the whole sky, a locust swarm settles on a field, outlaws ride through the square with the colony's Prismite. Land goes to auction, the Wumpus bolts when you get close, and rigs break down the farther out you build.

Claimโ†’ Outfit a rigโ†’ Haulโ†’ Deployโ†’ Produceโ†’ Trade

Four buildings, one ring

A town you walk through.

Overhead view of the colony town circle in the current build: the Frontier Exchange to the north, the Outfitters west, The Lucky Orbit casino east, the Land Office south, with numbered claim sites in the fields around the ring
The town circle as it stands today. Claim sites wait in the fields beyond the ring.

The buildings sit on the four compass points of the ring, and you walk into each of them. Nothing here is a menu you can open from across the map โ€” if you want to sell, buy, bet or bid, your colonist has to be standing at the door.

The Frontier Exchange, a long building lit in cyan, at the north of the ring North

Frontier Exchange

Sell to the colony while a good's window is open, and leave standing orders that fill while you're out on your claim.

The Outfitters, a rust-red workshop with a fitting bay, at the west of the ring West

Outfitters

Buy a bare chassis, have it fitted as a Farm, Solar rig or Mine, and walk out with a rig at your heels.

The Lucky Orbit, a maroon-and-gold casino with a lit marquee, at the east of the ring East

The Lucky Orbit

A shared blackjack table for the whole colony. The match clock keeps running while you sit, so every hand costs footsteps too.

The Land Office, a slate-roofed building with a green lamp, at the south of the ring South

Land Office

Claim, title and register your ground โ€” and bid when a dormant site comes up for auction.

New here?

Learn it in five minutes.

The tutorial isn't a slideshow โ€” you play it. Walk to your first site and claim it. Cross to the Outfitters, buy a rig and watch it fitted. Deploy it, sell what it makes when the window opens, then pay the Land Office a visit. One step at a time, with the game paused while you read.

It teaches the market's windows explicitly, because that's the part that wins matches. When you're done, rivals arrive on a dropship of their own and it becomes a real game.

Start with the tutorial

The game's menu panel: name your colonist, pick a crew colour, then a highlighted Tutorial card reading 'Show me how it works' above the Quick Play button
The menu in the current build. The tutorial card sits right above Quick Play.

The living world

The colony doesn't sit still.

Events used to be a line in the news feed. Now they have faces, and everyone on the map sees them at the same moment.

A solar flare bursting white in the middle of the town circle, rays spreading across the map

Solar flare

The sky lights up for everyone. Then one solar array somewhere on the map is toast.
Locust drifts gathering in a dark cloud over a single farm rig in a green field

Locust swarm

Drifts of locusts flit over the fields all match. For the swarm they gather on one farm, and more come down out of the sky.
Outlaws riding in along the west road toward the town circle under a red pennant, an Outlaw Raid banner on the HUD

Outlaw raid

Riders in from the west, a circuit of the square, out the east road with the colony's Prismite on their backs.
A four-legged equipment rig fitted with a seedling tray and cultivation rake

Equipment dogs

Your rigs walk. Buy one at the Outfitters and it trots behind you to the site โ€” and rivals can see exactly what you're hauling.
The Wumpus: a scowling jackalope with tall ears, small horns and tusks

The Wumpus

A jackalope with horns, tusks and no intention of being caught. First to reach it gets paid โ€” and it bolts when you get close.
The town at night with the market open: a lit farm rig, a dark unpowered rig and a rig flagged for repair

Day and night

An optional mode. The colony market opens only at night; by day you trade at homestead stalls โ€” and bandits hunt anyone hauling kit through the dark.

Nine colonists, one charter

Pick your colonist

You choose one before the match. Each has a real edge and a real catch โ€” it nudges your strategy without rewriting the rules.

Settler
Generalist ยท starts rich
Broker
Market ยท trade anywhere
Pathfinder
Explorer ยท fast & far
Tinkerer
Engineer ยท fast repairs
Prospector
Mineral scout ยท Prismite
Warden
Caretaker ยท never fails
Agronomist
Producer ยท +20% output
Forager
Survivalist ยท light stomach
Speculator
Financier ยท derivatives

The valley is waiting.

One colonist. One town. Fifteen minutes. The richest name wins.