Overview The Game The Engine Tech Survivable Manifesto
Space survival · Engine · Wood · Kickstarter 2026

A game. An engine. A hand-carved box.

Three artefacts in one folder. Made by hand, without a build step, without a server, without a cloud. The whole thing runs from a USB stick.

See the game See the engine
// PATH 01
The game
A 2D space survival story. A magenta rescue shuttle. A robot with you since before the crash. No weapons. Sixteen chapters.
Read the story →
// PATH 02
The engine
Pure ES6 classes. No build, no bundler, no server. The engine ships with the game. Open it, read it, make your own game.
See the engine →
// PATH 03
The how
The technical philosophy. Why file://. Why vanilla. Why MIDI. Why hand-carved wood. The decisions, in one place.
Read the manifesto →
One folder. Three artefacts. No internet required. A game. An engine. A wooden box you can hold.
// AT A GLANCE

One shuttle. One voice. One galaxy to escape.

The mothership is gone. You were not supposed to be alone. The rescue shuttle Galaxtarus answers — no cannons, no comms, no map. One AI talks to you.

Continue to the game →
// THE GAME

You were not supposed to be alone.

A 2D space survival story. No weapons. No HUD. One AI talks to you. Sixteen chapters from the wreckage to the gateway of light.

Back on Kickstarter Read the story
// COLD OPEN

The first image of the game is debris.

No briefing. No tutorial. No HUD. The rescue shuttle activated because something destroyed the ship you were on.

That's the story. Every module you'll later pick up was dropped here, by people who came before you. They didn't make it out either.

// THE SHUTTLE

A magenta triangle in a galaxy of blue.

The shuttle is called Galaxtarus. No cannons. No turrets. No weapons of any kind.

Her color is deliberate. In this cold blue universe, she stands out. She's visible. She's fragile. She's alone.

You are the pilot. You have no name. Her inertia is real. Her engine over-heats if you push it.

In this entire galaxy, exactly one voice speaks. His name is L.O.S.
L.O.S _
// THE AI

He took care of the garden. He still takes care of someone.

L.O.S. was the gardener of the mothership's botanical bay. The garden is gone. He's the only voice left in the universe.

He's damaged. He glitches mid-sentence. He cracks a joke right when you needed one. He addresses you like an old friend — and the game never explains why. You'll feel it before you can name it.

His every line was written by an actual AI. Honest, on the box, on the page.

— tagline : “Lonely. Together.”


// THE LOOP

You can't fight. You can outlast.

There is no enemy you defeat in Galaxtarus. Only ones you survive long enough to leave behind.

You drift. You dodge. You scavenge modules from those who came before — and went under. Every shield, every burst, every save-point was theirs first.

// HAVOC

Six legs. A diamond eye. No mercy. No malice.

The thing that guards the way out is yellow crystal. You don't fight it — you're a rescue shuttle. You run.

HAVOC is not evil. It's territorial. The eye charges. The eye fires. The eye recharges. You learn its rhythm, or you don't get to see the other side.

// THE JOURNEY · 16 CHAPTERS

A shipwreck story. In sixteen chapters.

01
The comfort
02
The disaster
03 · DEMO
The Awakening
04
Inventory
05
Adaptation
06
The first trace
07 · DEMO
The Caterpillar
08
The routine
09 · DEMO
The Puzzle
10
The separation
11
Total isolation
12
The search for L.O.S.
13 · DEMO
All Seems Lost
14
The crossing
15
HAVOC
16
The threshold

— in the lineage of The Odyssey, Robinson Crusoe, Gravity, The Martian, Moon, Solaris.


// KICKSTARTER 2026

A USB stick, a game, an engine, and a hand-carved chest.

$10
Digital
The full game, download, name in the credits.
$35
USB Standard
A real USB stick. Boot screen, retro vibes.
$65
USB Deluxe
The game, the engine source, every editor, and the dev notes.
$200
Hand-carved chest · 30 max
A wooden chest sculpted by hand. USB inside. Signed and numbered.
Get notified when it opens
// THE ENGINE

We built our own engine. It ships with the game.

Pure ES6 classes. No build step. No bundler. No npm. No server. A folder of files, double-click the HTML, the game runs.

USB Deluxe tier See the tech

// NOT JUST A TOY ENGINE

It's not just an engine for small games.

Galaxtarus is an interactive engine written entirely in native JavaScript, with zero dependencies, that opens in a plain browser — from a file, from a USB stick, with no server and no connection. That is precisely what makes it useful far beyond games.

0
external dependency — no fetch, no CDN, empty libs/ folder
file://
runs offline, no server, copyable onto a USB stick
8
built-in visual editors (drawing, zones, universe, planets, dialogues, sounds…)
i18n
multilingual offline, extensible with a single language file

// 30 REAL-WORLD USES

One engine, thirty real-world uses.

The same engine, grouped into six families. Change the content, not the code.

Education & science

Offline teaching kit

Interactive, multilingual courses for schools with no internet, via the i18n system.

Training & procedures

First-aid guide

Medical procedures played as step-by-step sequences with branching dialogues.

Creation & media

Vector animation studio

Build animations (keyframes, easing) with the DrawEditor.

Tools & prototyping

Local dashboard / HMI

A lightweight human-machine interface for local hardware, with no network.

Heritage & autonomy

Standalone info kiosk

A museum or town-hall kiosk that runs with no server, in file://.

Story, culture & care

Cultural transmission

Animated, multilingual, narrated tales, to share without infrastructure.

The factual point. Every use rests on properties verifiable in the code: zero external dependency, file:// execution, strict engine / content separation, declarative serialized data, built-in internationalization, and a suite of visual editors. None of these needs the internet.


// WHY IT MATTERS IF COLLAPSE COMES

Where the network stops, this engine keeps running.

Most of today's software dies the moment you cut the internet: it needs servers, accounts, app stores, build chains, updates. Galaxtarus needs none of that.

The source code is readable, the engine is separated from the content, everything is serialized as declarative data, and the whole thing runs in any browser, even an old one, on modest hardware.

Concretely, the engine already provides generic, reusable building blocks: an event bus, state machines, a simulation clock, declarative scripted sequences, a data-driven action registry, an infinite world in zones, a camera, a reconfigurable input system, sound and music, particles, and a suite of editors.


// WHY OUR OWN ENGINE

Because engines die. Folders of text files don't.

Unity changes its license. Unreal needs a hundred-gig install. Phaser breaks when a dependency updates. Godot is solid — but still a binary that one day won't run on your OS.

A game engine that's a folder of text files. You read them. You modify them. They will keep running on any computer with a browser — for decades. No install. No build. No version mismatch.

Worst case it works. Best case, it works anyway.


// ARCHITECTURE

Four root classes. Composition over inheritance.

ClassRole
BehaviorAnything that lives. update(dt), state, bus, dispose.
EntityA thing with a position. Container of Components — never a monolith.
SequenceScripted narrative orchestrator. Cinematics, timed events.
SystemTransverse singleton — CollisionSystem, AiDirector.
EventBusPublish/subscribe channel. All communication goes through it.
Open the folder. Read the code. Make your own game. The engine is yours too.
// USB DELUXE

The game, the engine, and every tool we used.

ToolWhat it does
zone_editorDesign zones — asteroids, triggers, drawings, force fields.
universe_editorMacro-map of the universe. Place zones, define travel times.
planet_editorBuild procedural planets — rings, atmospheres, palettes.
drawing_editorVector editor: points, lines, polygons, Bezier curves.
See pledge tiers → Tech details →
// TECH MANIFESTO

For people who want to understand how it works.

Every technical decision behind Galaxtarus, in one place. Why file://. Why vanilla. Why MIDI. Why hand-carved wood.

// THE GROUND RULE

If civilization collapses tomorrow, the game still runs.

And if it doesn't — statistically more likely — the game still runs anyway. When Steam shuts down. When a mandatory patch turns a work of art into an error page. When the storefronts close.

Worst case it works. Best case, it works anyway.

// THE STACK

What it's built with. And what it's not.

LayerChoiceTrade-off
LanguageVanilla ES6 JSNo TypeScript. No compile step.
Moduleswindow.GALAXTARUSES6 modules blocked by CORS on file://.
RenderingCanvas 2DNo WebGL. 2D works on anything since 2005.
AudioWeb Audio APIProcedural synthesis. No samples. Zero load time.
NetworkNoneNo multiplayer. No cloud. The game is yours, alone.

// FAQ

What you'll want to ask.

Why no Godot or Phaser? Install steps, version mismatches, dependencies that age. We wanted a folder of text files that opens in any browser today and in twenty years.

Why 2D? A 2D game from 1992 still runs. A 3D game from 2002 often doesn't. 2D is the tech that survives decades.

Why hand-carved wood? Because Raphael is also a chip carver, currently working toward an internationally recognized certification in chip carving. The collector tier deserves an object made the same way: by hand, slowly, with care.

A folder of files. A laptop. Some solar panels. That's all it takes.
// EXAMPLE DATA

A chart that draws itself.

Pure SVG, no library. The bars grow from zero every time the chart scrolls into view.

Back to the engine → Back to the game →
// SURVIVABLE SOFTWARE

One engine. Thirty ways it outlives the network.

Zero dependencies. Runs from a file. Survives offline. Here is every real-world use — with the numbers behind it.

// NOT JUST A TOY ENGINE

It's not just an engine for small games.

Galaxtarus is an interactive engine written entirely in native JavaScript, with zero dependencies, that opens in a plain browser — from a file, from a USB stick, with no server and no connection. That is precisely what makes it useful far beyond games.

0
external dependency — no fetch, no CDN, empty libs/ folder
file://
runs offline, no server, copyable onto a USB stick
8
built-in visual editors (drawing, zones, universe, planets, dialogues, sounds…)
i18n
multilingual offline, extensible with a single language file

// THE FAMILIES

Thirty uses, six families.

The same engine, regrouped. Share of the thirty real-world uses by family.

// BY THE NUMBERS

How many uses per family.


// CAPABILITIES

Built for autonomy.

Galaxtarus against a typical mainstream engine, on the properties that make software survive.

Galaxtarus Typical mainstream engine

// VS OTHER ENGINES

What survives a decade offline.

Install
Dependencies
Offline (file://)
Longevity
Galaxtarus
A folder
0
★★★★★
Unity
~30 GB
many
partial
★★
Unreal
~100 GB
many
partial
★★
Godot
~0.1 GB
few
★★★
Phaser
npm + build
many
after build
★★

// ALL 30 USES

Every real-world use.

Education & science7

01
Offline teaching kitInteractive courses for schools with no internet, multilingual via the i18n system.
05
Teaching astronomyOrbits, stars and nebulae via Universe, Starfield and OrbitEllipse.
09
Literacy toolLearning to read, extensible to any language via a single file.
10
Programming teaching aidA clear layered architecture to teach OOP and patterns.
22
Offline planetarium / star atlasA configurable sky (star palettes, shooting stars) viewable anywhere.
23
Reusable education platformOne agnostic engine, many subjects: change the content, not the code.
26
Ecosystem simulationParallax layers, nebulae and randomness for natural sciences.

Training & procedures5

02
Training simulatorReproduce a technical gesture step by step with scripted sequences.
06
First-aid guideMedical procedures played as sequences + branching dialogues.
13
Crisis-management simulatorDecision trees driven by EventBus + StateMachine.
27
Serious games (health, safety)Complete gamified training on an already proven engine.
28
Guided checklists & questsProcedures to validate via actions, triggers and chained sequences.

Creation & media4

03
Animated technical manualManuals and diagrams animated via the keyframe vector drawing editor.
14
Animated data visualizationEvolving charts and diagrams via the render engine and timeline.
20
Vector animation studioCreate animations (keyframes, easing) with the DrawEditor.
21
Sound & ambiance editorCompose sounds and music via SoundEditor, AudioManager, MusicPlayer.

Tools & prototyping4

07
Territory mappingRepresent zones and points of interest with the ZoneEditor / UniverseEditor.
17
Local dashboard / HMIA lightweight human-machine interface for local hardware, no network.
18
Behavior test benchPrototype and validate FSM logic (robotics, automata) in isolation.
25
Rapid UI prototypingInteractive mockups thanks to the editors and primitive registries.

Heritage & autonomy5

04
Interactive knowledge archiveFreeze a skill into a standalone file, copyable to USB.
08
Step-by-step workshop docsMaintenance and repair guided by spatial triggers.
11
Standalone info kioskA museum or town-hall kiosk that runs with no server, in file://.
24
Wayfinding kioskInteractive routes and signage via zones and triggers.
30
Survivable software baseRuns on old hardware, no dependency: a browser is enough.

Story, culture & care5

12
Choose-your-own-adventureBranching stories via the dialogue system and state machines.
15
Historical reenactmentEvents replayed as scripted, narrated cinematics.
16
Pictogram communicationA communication aid (disability) with custom drawings and dialogues.
19
Therapeutic aidControlled exposure and exercises paced by the simulation clock.
29
Cultural transmissionAnimated, multilingual, narrated tales, to share without infrastructure.

The factual point. Every use rests on properties verifiable in the code: zero external dependency, file:// execution, strict engine / content separation, declarative serialized data, built-in internationalization, and a suite of visual editors. None of these needs the internet.

Where the network stops, this engine keeps running. A folder of text files doesn't die.
Back to the engine → Back home →
// MANIFESTO

As long as there is a machine, a key, and someone to pass it on.

A quiet refusal: the refusal to depend.

There was a time when a book was enough. You could hold it, lend it, hide it, save it from a fire. Knowledge fit in our hands, and no one could switch it off from afar.

Today, almost everything we know how to do depends on an invisible thread. Our maps, our courses, our trades, our memories live elsewhere — on machines we never see, with companies we do not know, behind subscriptions that can stop overnight. We gained in comfort what we lost in independence. Cut the thread, and whole parts of our lives go dark at once.

Galaxtarus was born of a quiet refusal: the refusal to depend.

It is a simple tool, in appearance. It opens the way you open a door, without asking anyone's permission. No account to create, no connection to wait for, no update deciding in our place. It fits on a key you slip into your pocket. You can copy it a thousand times, give it to a neighbour, carry it to the end of the world or to the bottom of a valley with no network. Where everything else stops, it keeps going.

But a tool is nothing without what you put inside it. And what we put inside is ourselves: what we know, what we want to pass on, what we refuse to let disappear. The gesture of a doctor saving a life. The method of a craftsman who spent thirty years learning it. The tale a grandmother tells in a language no one writes anymore. A map, a procedure, a lesson, a memory. Galaxtarus does not create this knowledge — it gives it a body, a living, animated form that can be shown, replayed, understood, and made understood.

For understanding alone is not enough. You have to be able to explain. A text is read, but a thing that moves, that responds, that you handle, is learned differently — through the body, through trial, through play. It is the difference between reading an instrument's manual and holding it in your hands. Galaxtarus turns the dead knowledge of pages into living knowledge you walk through.

We believe this capacity should belong to no one in particular. Not to the rich, not to the connected, not to those who live near the big cities. A teacher in a school without reliable electricity deserves the same tools as a university. A first responder in a camp, a farmer on their land, a curious child far from everything: all have the right to learn, to create, to pass on. Knowledge has value only if it circulates, and it circulates freely only if it depends on nothing.

We do not believe in magic. No tool replaces work, rigour, patiently verified truth. A beautiful interface does not make false information true. That is why, at the heart of everything, there is the source: the right text, written by someone who knows. The rest is only a way of making it clear, beautiful, and accessible. Form serves substance, never the other way around.

And we believe in resilience. Not out of fear, but out of wisdom. A civilization that stores all its knowledge in one place, behind a single door, is taking a great risk. Libraries burn, networks fall, companies close, wars cut the cables. What survives is what has been copied, shared, scattered across a thousand hands. The best protection for an idea is that it exists everywhere at once.

So here is what we want: that no one is left without light when the grid goes out. That whoever wants to learn always can. That whoever knows something important can leave it to those who come after, in a form they will want to open. That our knowledge be no tenant of a cloud, but owner of itself.

Galaxtarus is not a game. It is a modest, portable, stubborn promise: as long as there remains a machine, a key, and a person to pass it on, knowledge will not go out.

That's all. And it is already a great deal.

— Raphaël Maltais-Bourgault