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TAURION
How Taurion Works

One Loop. No System. Just Players.

Nothing in Taurion is spawned by the game. Every ore is prospected, every material refined, every vehicle, fitment and building constructed — then fought over, traded and rebuilt. This is how the machine turns.

The Core Loop

Prospect, Mine, Refine, Build, Trade, Fight

Six linked steps drive the entire economy. Skip none of them — every vehicle on the map started as ore in the ground that someone scanned, dug up and refined.

01

Prospect

Drive onto an unexplored region and scan it. Your vehicle sits still for a fixed number of blocks, then reveals which of the nine ores the region holds — and how much. Each prospect may also drop an Ancient Artefact.

02

Mine

Once a region is prospected, mine it block by block into your cargo until the deposit is exhausted or your hold is full. Rivals can prospect, raid and out-mine you — so defend your haul.

03

Refine

Refine raw ore into the nine refined materials at a Refinery or Command Centre. Refining runs in 10,000-unit steps; every step burns a small fee, so material is genuinely scarce.

04

Build

Spend refined materials and blueprints to construct vehicles, fitments and buildings. Reverse-engineer Ancient Artefacts at a Research building to unlock the blueprints in the first place.

05

Trade

Everything is owned and priced by players. Buy and sell ore, materials, blueprints and finished hulls across the world — and set your own usage fees on the buildings you control.

06

Fight

RTS-style movement and combat. Position your fleet, exploit terrain, target the right hulls, and take what your enemies built. Armour must be repaired; shields regenerate on their own.

Play It Your Way

Command a Fleet — or Run an Operation

Taurion scales to how — and where — you want to play. Go hands-on with real-time tactics, or set things in motion and let your operation run itself.

Hands-On · Desktop

The Commander

Drive your fleet in real time — prospect new ground, escort haulers, ambush rivals and tune every loadout yourself. RTS-style movement and combat, every move settled on-chain.

Hands-Off · Any Device

The Industrialist

You never have to leave a building. Set the orders — who mines, who hauls, who builds — bring others in to run your supply lines, and let the operation tick over while you live your life. Light enough to run from your phone.

Resources & Refining

Nine Ores, Nine Materials

Common ores blanket the map; the rarest cluster only at its extremes. Each ore refines — in 10,000-unit steps — into one or more of the nine refined materials that build everything.

TrimideumTrimideum
RarityCommon
Refines intoAgarite×1000Borolium×300
TalonTalon
RarityCommon
Refines intoAgarite×200Borolium×800
HenoixHenoix
RarityUncommon
Refines intoChronogen×500DARR-4×20Exillium×20
OrchanumOrchanum
RarityUncommon
Refines intoChronogen×20DARR-4×500Exillium×20
KalaniteKalanite
RarityUncommon
Refines intoChronogen×20DARR-4×20Exillium×500
VoltarVoltar
RarityRare
Refines intoFORTON-D×350
RavoluteRavolute
RarityRare
Refines intoFORTON-D×20Greophite×300Helion×10I-77E×1
TalgariteTalgarite
RarityUltra-rare
Refines intoFORTON-D×10Greophite×10Helion×250I-77E×5
LiberiteLiberite
RarityUltra-rare
Refines intoGreophite×2Helion×25I-77E×150

Prospecting scans a whole region (a cluster of map hexes, not a single tile) to reveal which of the nine ores it holds and how much. Mining pulls the prospected ore out of a region into the vehicle's cargo, block by block, while mining.active is true. Every prospect can also award a finite launch-competition prize — 55 tiers in all, from craftable fitments to one-of-a-kind crates.

Buildings

Build the Infrastructure of Empire

Every House builds the same core structures, so each type is listed once. Most are player-built and chargeable — you set the fees rivals pay to use them; a handful are indestructible ancient relics. Refineries turn ore into materials; Research buildings turn artefacts into blueprints.

Command Centres

Each House’s spawn building — and the only player-built structure that offers all six services at once.

  • Command CentreRefiningArmour repairReverse-engineeringBlueprint copyItem constructionVehicle construction

Production

Vehicle Bays and Construction Facilities that turn blueprints and refined materials into hulls and fitments.

  • Vehicle BayArmour repairVehicle construction
  • Construction FacilityItem constructionVehicle construction

Refineries

Refine raw ore into the nine refined materials, in 10,000-unit steps.

  • RefineryRefining

Research

Reverse-engineer Ancient Artefacts into blueprint originals and copy existing blueprints for construction.

  • Research FacilityReverse-engineeringBlueprint copy

Defence

Rocket Turrets — the only buildings with an offensive area attack. They provide no services.

  • Rocket TurretNo services

Ancient & Neutral

Indestructible ancient-city common buildings and giant neutral obelisks ringed by no-combat safe zones, plus legacy all-service relics defined in config but never placed.

  • Common BuildingArmour repairRefiningReverse-engineeringBlueprint copyItem constructionVehicle construction
  • Ancient ObeliskNo services
  • Ancient BuildingRefiningArmour repairReverse-engineeringBlueprint copyItem constructionVehicle construction
  • CityRefiningArmour repairReverse-engineeringBlueprint copyItem constructionVehicle construction
Combat

Combat Is RTS, On-Chain

RTS-style movement and combat. Position forces, exploit terrain, and outmanoeuvre your enemies. Armour must be repaired; shields regenerate over time.

Armour vs Shields

Every hull carries two health pools. Shields absorb damage and regenerate on their own over time; armour soaks the rest and must be physically repaired at a Vehicle Bay, Command Centre or common building.

Targeting & Size

Vehicles have a target size that governs how easily they are hit. Big haulers are easy targets; small scouts slip away. Match your weapons and tracking fitments to the hulls you expect to face.

Position & Terrain

Movement and engagements play out RTS-style across the hex map. Exploit terrain, escort your miners, and outmanoeuvre rivals — a well-positioned fleet beats a bigger one.

Safe Zones

Faction spawns and the giant ancient obelisks are ringed by no-combat safe zones. Regroup, repair and resupply there — but you cannot mine the map from inside a bubble.

Spoils of War

Cargo is real and on-chain. Destroy a loaded hauler and its ore is up for grabs — raiding rivals can be far faster than mining it yourself, if you can take the loss.

Turrets

Rocket Turrets are the only buildings that fight back, firing an area attack (range 6, area 2) at intruders. Everything else relies on the fleets defending it.

Vehicles & Fitments

Upgrade and Customise Your Vehicles

36 hulls and 104 fitments slot together into hundreds of thousands of layouts. Every fitting drops into a high, mid or low slot — offence up top, control in the middle, utility down low — so the same hull can mine, scout, haul or hunt depending on how you fit it.

High slot
Weapons, drains, mining & prospecting tools
Mid slot
Defence, tracking & support
Low slot
Cargo, armour & passive boosts