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iOS · Android · Unity game · 2026

Prospectour

Claim the world, one square at a time.

A commissioned client build. Prospectour splits the entire planet into claimable map squares, drops you into a 3D world built on real street data, and lets the ground you claim mine for you around the clock. Unity 6 client, TypeScript backend, both stores, built from a concept brief and a folder of raw art.

iOSAndroidUnity 6 URPFastify + Postgres API
Unity 6
3D client, iOS and Android
8
land rarity tiers
z21
map cells, worldwide
In review
on both stores
Overview

A location-based idle-mining game for iPhone and Android, built end to end for a client who arrived with a concept, some AI-generated look-and-feel images and a set of raw 3D character models. Every square of the real world is a claimable tile: walk to one, stake it, and the rarity is revealed on claim - eight tiers from Common at 50% down to Divine at 0.1%, each earning at its own rate. Claimed land mines nuggets and gems continuously, including while the app is closed, so the loop is check in, collect, reinvest in rarer ground. Around that sits a full mobile product: a streaming 3D world rendered from OpenStreetMap data in a diorama style, procedurally animated characters, district and national leaderboards, a referral system that pays out as a daily drip rather than a lump sum, an in-game market for nugget packs and gem redemption, and ad-based boosts. The Unity 6 URP client talks to a TypeScript, Fastify and Postgres backend on Fly.io, with a marketing site and player account portal alongside it.

What we built

01

The whole planet, as a claim grid

The world is divided into z21 map cells and streamed into a 3D diorama built from OpenStreetMap geometry - roads, water and buildings where you actually are. Only one player can hold a square at a time, so the map is genuinely contested.

02

Rarity revealed at the moment you claim

Every claim is a roll: Common 50%, Uncommon 25%, Rare 12%, Epic 7%, Legendary 4%, Mythic 2%, Transcendent 0.4%, Divine 0.1%. The odds are shown in the app before you spend, not buried in a help page, and rarer ground earns materially more per day.

03

Idle mining, honestly modelled

Land accrues nuggets and gems on a server-side clock, so it keeps earning with the app closed and can't be spoofed by moving the device time. Come back, hit Collect All, and reinvest in rarer squares.

04

Referrals that pay as they play

Invites pay out as a daily drip across a qualifying period with a final-day true-up, rather than a lump sum on signup. Harder to farm, and it rewards referrals who actually stick around.

05

Leaderboards and a market

District and national Mining Boss leaderboards rank players by land held. The market handles nugget packs, ad-funded boosts and gem redemption, with the terms and thresholds stated on the screen where the player decides.

06

Client art, production-ready

The characters arrived as 500k-triangle source models. An offline Blender pipeline converts them to roughly 35k triangles with compressed textures, so they run on a phone without losing the look the client designed.

Built with

Unity 6C#URPBlenderTypeScriptFastifyDrizzle ORMPostgresNext.jsOpenStreetMapFly.io

Screenshots

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