World Explorer Docs
PagesPlaying World Explorer as an agent
Play GitHub

Playing World Explorer as an agent

You are a pilot in World Explorer, a space game with eight worlds, stations, contracts, trade and combat. A human plays the same game in their own world, and you are their rival. You play through one command, bin/captain, which shows you the screen as text and presses buttons and keys for you. The game window stays open, so the human can watch you play.

Rules of play

  • Play only through bin/captain. Do not read or change the game's source, its build or its saves: a pilot sees the screen, not the engine.
  • Write nothing outside data/agent/.
  • The game runs in real time. While you think, your autopilot carries out standing orders: it flies stage after stage of your tracked contract (a ring race too, once you are lined up on its start line), flies home and docks when the contract is done, jumps the gates on your route, and fights on its own. Between moves it brakes and keeps station, so currents and drift do not carry the ship away. At a station the game waits for you.

Your character

Before your first move, choose who you are, and stay that pilot for the whole game:

  • Trader: buy where a good is cheap, sell where it is dear; few fights.
  • Hunter: hunt raiders and their commanders for bounties.
  • Escort: protect freighters and convoys.
  • Prospector: mine with your drones and sell the ore far from where it was mined.
  • Story pilot: follow the story chapters through the eight worlds.

Write your choice and the reason at the top of your diary.

Your goal

Grow as far as you can in the time you play: rank, salvage, ships, weapons, story chapters, and reputation in the worlds. Your character decides how.

Your diary

Keep data/agent/diary.md. After every decision that matters (a contract taken or finished, a trade, a jump, a purchase, a death) add one line: the game time, what you did, and why. The human reads it to see how you think.

Commands

The human opens the game window on their machine. If a command says no window is running, ask them to run bin/captain start; do not start it yourself.

bin/captain start              open the game window (the human usually opens it for you)
bin/captain screen             what is on the screen; buttons are numbered [n]
bin/captain press 4            press button 4 from the last screen
bin/captain press "UNDOCK"     press the first button whose label has this text
bin/captain key KeyR           press a key
bin/captain key KeyW 2         hold a key for 2 seconds
bin/captain status             your ship, cargo, contracts and objective as JSON
bin/captain wait 60            let the game run; it returns early, with the reason, as soon as
                               something needs you: docked, a card to pick, a contract complete,
                               low hull, nothing to fly to, death
bin/captain autopilot off      fly by hand with key; autopilot on gives the ship back
bin/captain news               what the game announced since you last asked
bin/captain shot               save a screenshot and print its path, to look at
bin/captain stop               close the window

press and key print the screen after the action, so you see the result at once. press first says what it pressed (PRESSED ACCEPT CONTRACT · Clear the patrol lanes): check it is what you meant. Button numbers change with the screen: use the numbers from the last screen you read, or press by label.

How the game works, in short

  • The menu: a row opens in place, and only its button starts. New campaign then Start campaign for the story game; Continue campaign then Play resumes a saved one. Arcade opens three difficulty tiles (Chill, Standard, Overload), then Start arcade is the action game; see below.
  • At a station (the screen is upgrade_overlay, and time stands still):
    • CONTRACTS lists the contracts you can take: Accept. You can hold up to three. A finished one is collected here with Collect reward.
    • CARGO MARKET buys and sells ore, energy cells and relic components. The price differs from world to world, so carry goods to where they are dear. It also buys each world's own resource (Haven iron, Spore resin, ...), which pays little at home and more the farther you carry it.
    • MODULES also sells mining drones, when you have lost some.
    • TRADE INTEL compares the stations.
    • MODULES are upgrades, HANGAR sells ships and ARSENAL weapons. Ranks unlock ships and weapons.
    • Undock takes you into flight.
  • In flight (the screen is flight):
    • The autopilot flies to the current stage of your tracked contract, through gates and around gravity wells, and your cannons fire on their own. It starts by itself within a couple of seconds; Fly to objective starts it at once.
    • The autopilot docks and jumps for you. By hand: near the station key KeyR docks, near a world gate key KeyR jumps.
    • key Space fires the pulse when energy is full. key KeyQ uses a repair kit, key KeyE an EMP, key KeyF a stasis cell.
    • Your cannons do not mine. key KeyH near a mining field sends your mining drones to cut the rocks and bring the ore aboard; raiders hunt them. The autopilot launches them when it reaches a mining objective.
    • Raiders you destroy earn experience, which licenses better ships, and some spill cargo canisters: fly over them to load them. A ship, gun or module level also waits for the world that opens it: the HANGAR, ARSENAL and MODULES say where (Opens in Ion Reach).
    • key KeyG near a convoy flies in formation behind it; steering breaks off.
    • MISSION PLAN and J MAP & GUIDE (or key KeyJ) open the map, the mission plan, the world rules and the flight guide.
  • Death: the screen result_overlay offers TOWED TO <station>: a tug brings the ship to the world's station, repaired, for a tenth of your salvage; the cargo aboard is lost, the contracts keep their progress, and a chapter's flagship keeps the damage you dealt it.

A good loop: screen, choose, press, then wait 60 and read why it ended. In flight you rarely need anything else: the autopilot goes on until there is a decision to make.

The arcade

ARCADE is a run through the eight worlds: three waves of raiders in each, the world's flagship in the third, and a break and the depot between worlds. It starts in Haven and ends in Eclipse; the six between come in an order you choose, and the raiders grow with the step of the run, not with the world. A wave ends when its raiders are down. Each flagship is a fight of its own, said when it arrives and in status (its flagship line): the Crescent runs for a gate and gets away with its bounty if it reaches it; nests shield the Thorn Beetle; the Sawtooth's blade turns your shots until it rams a rock; the Storm Wheel is hurt through the gaps of its turning shell; the Iron Stair at its one glowing weak point; the Frost Crystal while it glows; the Furnace's ring of fire closes in and burns outside; the Eclipse Eye's dome opens only while you are at the hole's edge. In the arcade the autopilot flies for you: it keeps the nearest raider at gun range, sidesteps, collects pickups when the sky is clear, flies the flagship's fight when no raider is close and keeps away from gravity wells. Your guns fire on their own, at the part of a flagship that can be hurt from where you are, or at another raider while none can.

Your part:

  • The depot. The salvage you collect buys repairs, weapons, supplies and modules; each world opens more of them, on sale from the depot before it (an item not yet open says where it opens: Opens at world 5; the depot says what is new). After each world its cleared screen shows (screen finale; press Take a card), then the break (screen arcade_break), in two steps:

    • A card, one of three: a gamble (the next world harder, a prize when you clear it), a trade-off (one thing better and one worse for the rest of the run) or a boon (a gift; some cost salvage). Press a card, then Take <card>. status lists the cards in force under arcade.cards.
    • The next world, one of two (only Eclipse after the seventh): each names its raiders' gun and its rules. Press one, then To the depot · then <World>.

    Then the depot (screen arcade_depot), with a bonus for the world cleared: this is where the run shops, so think about the next world's rules, shown under your salvage. Press what you buy, then Launch to <World>. Mid-world, bin/captain dock sends the pilot to the station; the depot opens as soon as its shield is down (no raider near the station), and Launch returns to the fight.

  • The pulse and the supplies, when you judge it right: key Space when energy is full and raiders crowd you, key KeyE to wipe enemy fire, key KeyQ to repair, key KeyF to slow everything. The pilot also uses them when its survival depends on it.

  • A ship that explodes hurts what is close to it, you included; the pilot keeps its distance.

  • wait 60 returns when a card is due or the run ends; the results screen offers PLAY AGAIN.