Cogworks
Every other game lets you build a home. COGHEIM lets you build a home that walks. The Strider is where 200–300 people live — Cogworks is the housing system, the guild hall, and the workshop at once, because there's only one place, and it's moving.
The Vocabulary
Your quarters are aboard a Strider. The Strider walks. You can be hanging a lantern in your berth while the deck sways and the badlands go past the window. The building system isn't a side activity bolted onto that — it's the settlement.
Why not just call it base building? Because it isn't a base. A base is a place you return to. Cogworks builds the inside of a moving city that several hundred people live in at the same time. The word had to carry that.
The Pattern
Fallout 76's C.A.M.P., Fallout 4 Settlements, Warframe's Clan Dojos, FFXIV and ESO housing — we have enormous respect for all of them. Several are the reason this genre has builders at all. But run the same six questions across each, and the pattern holds.
| Camps & Settlements | Clan Halls | Instanced Housing | Cogworks | |
|---|---|---|---|---|
| Expressive to build in | ✓ | ✓ | ✓ | ✓ |
| Other people live there | ✕ visit | ✕ visit | ✕ | ✓ |
| Survives you logging off | ~ | ✓ | ✓ | ✓ |
| Goes anywhere | ✕ plot | ✕ static | ✕ static | ✓ |
| Free of land scarcity | ~ | ✓ | ✕ | ✓ |
| Outlives your leadership | ✕ | ~ | ✕ | ✓ |
Plenty of great games live in those columns — we play them too. Every one of them is anchored to a spot on a map. That's the assumption Cogheim breaks.
Two hundred people are already
living in what somebody built.
What's Different
Not bigger. Not more complicated. Different, because the thing you're building inside of moves.
A Strider carries 200–300 players. The corridors you lay out are corridors other people walk every day. The workshop you fit out is where someone repairs their Iron Frame. Not “come and look at my house” — this is where we live.
You do not queue for a plot. You do not lose your home to a timer. Your berth comes with belonging to a Syndicate. The constraint is space aboard the ship — shared equally, expandable through play, never auctioned.
When the Syndicate crosses the disc, everything you built goes with it — because it was never on the ground. No static plot. No server-hop displacement. No lottery.
Cogheim has Mutiny and Succession — leadership changes, politically, driven by players. The build persists through those events and outlives your tenure, becoming part of a vessel's history.
Crownmarks are cosmetic-only. They can never buy build budget, build slots, materials, or faster construction. If you see a wall in Cogheim, you can earn that wall.
Cogheim is diegetic-first. Building happens through in-world benches, tools, and the MAXIOM interface — not a menu that pauses reality.
How It Will Feel
Two layers, because the systems that feel best all do this — Dojos and C.A.M.P. both snap structure and set decoration free.
Why not fully freeform structure? Honestly: because it would spend the engineering budget on the axis where we don't win. Every wall placed on a Strider must replicate to hundreds of players on a moving reference frame. Arbitrary angles mean runtime-generated corners, regenerated collision and navmesh, and a much heavier network cost — all to buy an expressiveness most builders already get from the decoration layer.
We'd rather spend that budget on the thing walking across the world with your build inside it.
Cogworks draws on a modular kit — wall panels, window walls, door walls, floors, ceilings, stairs, railings, bulkhead hatches. Every piece is finished on both faces, so a wall looks right from the corridor and from the deck outside. Panels carry a deliberate 2cm overlap at their edges: no hairline gaps, no light leaks, no matter how you place them.
Where We Actually Are
Nothing described above is a shipped feature. Cogheim is being built in the open by a very small team, and the parts that are real are real because they were tested — not because they were announced.
| Element | Status |
|---|---|
| Strider interiors, walkable | In development. Blockout built and walked; hull locked and measured Aug 2026. |
| Modular interior kit | Specified, production starting — 18 structural pieces, 22 hero props. |
| Quarters fitting-out, Alpha scope | Specified, save contract built. Cold Berth single room only. |
| Full building across all rooms | Design specification. Post-Alpha. Not built. |
| 25cm / 15° placement + free decoration | Design proposal, Aug 2026. Not built, not validated. |
| Persistence through Mutiny / Succession | Design intent. Not built. |
| Durable storage (database, save service) | Unsolved architecture question. Blocks more than building alone. |
| 200–300 players aboard one Strider | Ambitious target requiring validation — prototypes, load tests, cost analysis. Not demonstrated. |
We'd rather tell you this now than have you find out later. If you've been promised a building system before, you already know why that matters.

Cogworks.
Build the inside of a city that walks.