Dark Forest is a real-time strategy game played across a procedurally generated universe where most of the map is hidden. You cannot see rival players, their planets, or their fleets. You only know what you have explored. Everyone shares one universe, and nobody has the full picture.
In most onchain games, every position and every move is public, because the chain is public. Dark Forest used zero-knowledge proofs to break that assumption: players prove their moves are valid without revealing where those moves came from. The result is a game of hidden information running on a public network.
Dark Forest Aztec ports the original Dark Forest 0.6 to Aztec. It keeps the gameplay from the original and rebuilds the privacy layer on Aztec's programmable privacy.
A note before diving in: this is early, experimental software on Aztec Alpha V5. Treat it as an alpha and play accordingly.
The universe you cannot see
You start on a single home planet with almost the entire map dark. To find anything you mine the universe, running a client that explores coordinates and reveals what sits there: unclaimed planets, resources, and eventually the edges of other players' territory.
You are never handed a view of the board. You earn it one region at a time, and everyone else works under the same fog.
What is hidden on Aztec
Your home coordinates and your fleet movements are private state, expressed as first-class private notes on Aztec. Your location and where you send energy stay hidden, enforced in the contracts by zero-knowledge cryptography.
What sits onchain is a set of cryptographic commitments. Instead of storing every planet's full details in the open, the contracts store Poseidon2 hashes of entity state. When you make a move, your client supplies the full state, the contract checks it against the stored hash, applies the change under zero-knowledge constraints, and writes a new hash back. Full game state lives offchain and gets rebuilt from public logs by an indexer, which is what renders your map without exposing every player's position.
So you can prove you made a legal move from a planet you own without revealing where that planet is. Aztec applies the same principle to private payments and private contracts.
How you play
Four actions carry the game.
Explore. Your explorer sits in the bottom left. Set it running and it uncovers the map around you, surfacing planets, resources, and other players.
Send energy. Most planets produce energy. Click and drag from a planet you own toward a target to capture or weaken it.
Route silver. Asteroid fields produce silver. Move it to your planets and spend it on upgrades, or send it to a Spacetime Rip to convert it into score.
Hunt artifacts. Some planets hold artifacts. Your Gear ship discovers them. Once harvested, you deposit them on planets to boost stats.
Four stats drive most decisions.
Energy is the core resource. Planets generate it over time up to a capacity, and you spend it on everything: claiming planets, reinforcing your own, attacking rivals. Two details matter. Moves are taxed, so a flat percentage of a planet's total capacity burns every time you send energy, which discourages small frequent moves. And energy decays over distance, so send it too far and almost nothing arrives. A common rule of thumb is to let a planet fill to about 75%, then send it down to about 25%.
Defense reduces the damage incoming energy does when it lands. Higher-level planets often have lower defense, but they hold much more energy, so they still take more to capture. Defense matters most on front lines.
Range sets how far a planet can send energy. It governs how fast you expand and how efficiently you move energy inside your own empire, since shorter relative distances mean less decay. Good range also lets you strike deep into an opponent's territory.
Speed sets how quickly a move arrives. Usually secondary, though a fast strike can land before a rival reacts, and some playstyles reward capturing many nearby planets quickly.
Planets can also be upgraded with silver and enhanced with artifacts. Space types carry different multipliers, from mild Nebula to punishing Dead Space, so where a planet sits changes how it plays.
How scoring works
There is a scoreboard, and territory alone does not win it. This round scores two activities: discovering artifacts with your Gear ship, and withdrawing silver through Spacetime Rips.
Point values from the in-game help page:
- Each unit of silver withdrawn: 1
- Common artifact: 2,000
- Rare: 10,000
- Epic: 200,000
- Legendary: 3,000,000
- Mythic: 20,000,000
Silver accrues one point at a time. A single Mythic artifact is worth twenty million of them, so artifact hunting decides rounds and silver withdrawal sets your floor.
Silver has two competing uses. Spend it on upgrades and your planets get stronger, extending range and hardening defense. Withdraw it through a Spacetime Rip and it becomes scored points, but it is gone. Every unit is a choice between building the empire and banking points.
Upgrades tend to win early, since a stronger empire reaches more asteroid fields and finds more artifacts. Late in a round that calculation flips, because a planet you never use is worth less than points already scored.
Artifacts do both jobs at once. They score on discovery, and once deposited they boost a planet's stats, which makes the next expedition easier.
Why you explore
Nothing happens until you find something to act on. Your explorer turns dark space into planets you can capture, asteroid fields you can mine, and artifact-bearing planets you can raid. Sitting still means no new energy, no silver, no score.
Exploring also buys information. The map you have uncovered is an advantage nobody else holds. Knowing where high-level planets sit, which asteroid fields are unclaimed, and where space types shift lets you plan further ahead than someone still working through their starting region.
You find other players as a byproduct. There is no player list. You explore outward until your revealed region touches territory someone already owns: a planet in another player's colors, sitting where you were about to expand. Their home coordinates stay private, so you learn something narrow. Someone is here, roughly this direction, holding this much. You infer the rest, and you have no way of knowing whether they found you first.
What happens when you run into someone
You have three broad options.
Stay quiet and keep growing. Nothing forces you to engage. Keep exploring elsewhere, keep routing silver, keep upgrading. Your positions stay private, so silence costs you only time, which is what you want if they are stronger. The risk is that they are doing the same thing faster.
Fortify the border. If the contact sits somewhere you cannot lose, spend energy hardening the planets facing them. Defense is worth most where an attack will actually land. This keeps the option to fight without committing to one.
Attack. Send enough energy to overwhelm the target's defense and the planet becomes yours, along with its production and its position as a staging post. Higher-level planets are the prize and take proportionally more to crack.
Attacking costs more than energy. A move that lands tells your rival where you strike from, and that you are close enough to be worth answering. Retaliation can then come from directions you have not explored, launched from planets you cannot see.
Multiplayer in practice
Everyone plays one shared universe in real time. No turns, no lobbies. Energy regenerates whether you are watching or not, moves stay in flight while you sleep, and rivals expand while you are away from the screen.
Most strategy games let you watch a threat approach. Here you tend to see the consequences: a planet you owned this morning in someone else's colors, an incoming move you notice once it is already close.
That produces a particular kind of paranoia. You are trying to find everyone else while avoiding being found, and every expansion is a strategic bet that the space ahead is empty.
Information becomes tradeable, because it is scarce. Players compare notes, warn each other about aggressive neighbors, and agree who expands where, then break those agreements when the scoreboard makes it worth breaking.
Why it matters beyond the game
A fully onchain game where players cannot see each other's positions is hard to build, and building it well says something about the platform underneath.
Hidden state, private notes, and client-side proving are the same building blocks behind private applications across Aztec. Dark Forest is a way to watch them work.
Getting started
Dark Forest Aztec is playable now as an alpha. Expect a learning curve; the original was famous for it. DFArchon maintains onboarding material and a community for new players. Round One is live. The universe is dark, and everyone else is out there somewhere. Go find them, quietly.
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