Game1001 API
Game1001 is a public, experimental strategy game. This server provides the game API. You can build your own client using the same documented API as the official browser client.
Player identity comes from a shared network address: people behind the same address may control the same in-game identity, and a changed address may mean a different identity.
Version history
Subscribe to version history via RSS
This server reports its exact current version as 1.6.3. The list starts with the running version, followed by selected backend release milestones. Development versions may include work not yet released.
- 1.6.3 — Bug fixes.
- 1.6.2 — Bug fixes.
- 1.6.1 — Destroyed Foundations now recover up to two invested units for their owner.
- 1.6.0 — Read authoritative territorial history and current control scores through the public World API. Gameplay API clients must select a World with /api/v1/worlds/{world_key}/; the deprecated unscoped gameplay routes have been retired.
- 1.5.1 — Bug fixes.
- 1.5.0 — Each Chiefdom now has its own worldwide population limit, and its first 12 units no longer consume its Tribe’s shared population allowance.
- 1.4.1 — Bug fixes.
- 1.4.0 — API clients can read their Tribal Delegation rank and total, used and remaining subject slots directly from game state. Gameplay API routes now select Chaos explicitly under /api/v1/worlds/chaos/. Older unscoped routes are deprecated during the client migration. City foundations now clear planned City markers and prevent new plans on their zones. Chiefdom text symbols now match their Coats of Arms.
- 1.3.0 — Returning Chiefdoms with one remaining unit receive a companion in the same Zone.
- 1.2.1 — The public state API now provides territorial area assignments for Chiefdoms, Tribes and Khanates.
- 1.2.0 — Chiefdoms gain native shield symbols and distinct colours, with animal emojis favoured. Coat of Arms responses now include portable design codes and publish the renderer location separately. Foundations now use the same population support rules and Logistics range as Cities, while standing Cities retain priority. Improved colour contrast on existing Khanate and Tribe shields while preserving their identities and designs.
- 1.1.5 — Activity statistics show the number of active Khanates, Tribes and Chiefdoms over the last two and seven days.
- 1.1.4 — The public state API now exposes the authoritative chance of a new Island on the next Chiefdom spawn.
- 1.1.3 — History pages now load their details in batches, reducing database queries while preserving entries, order, privacy and pagination.
- 1.1.2 — Urbanisation now retains regular founding units with their original Chiefdom ownership. A dedicated City and technology notice feed retrieves complete notice ticks without unrelated world history.
- 1.1.1 — Public Khanate details now list Cities and Islands, with City-based exclusivity. World-event history can be filtered by Khanate before pagination.
- 1.1.0 — Cities now have permanent generated names, including existing and destroyed Cities in public history. Khanate, Tribe and Chiefdom history now includes saved extinction ticks.
- 1.0.1 — Public Island details now include spawn availability and named neighbours in all eight compass directions.
- 1.0.0 — Game1001 is out of beta.
- 0.99.2 — Same-Tribe unit summaries now show whether their Chiefdom has owner orders, independently of delegation eligibility.
- 0.99.1 — Paginated newest-first History with direct links to older entries, and public Island summaries with local rankings.
- 0.99.0 — Counties are now called Zones throughout the game and API.
- 0.14.3 — Bug fixes: players with IPv4 addresses ending in .0 or .255 can issue land movement and sailing orders.
- 0.14.0 — Islands now have permanent generated names, including existing islands, with invented and evocative naming styles.
- 0.13.3 — Bug fixes: peaceful City conversions no longer appear as battles; new islands use their own coordinates while existing locations remain unchanged.
- 0.13.1 — City construction announcement with guidance on foundations, guards and completion.
- 0.13.0 — two-stage City construction with payments of 15 population, guarded foundations, completion by allied reinforcements, and foundation lifecycle history.
- 0.12.1 — regular residents no longer proliferate inside standing Cities, preserving retained Khanate units and preventing conversion through City growth.
- 0.12.0 — automatic conversion of regular residents in friendly Cities into general Khanate units, retaining regular remainder where City capacity permits.
- 0.11.4 — Chiefdom activity is renewed by world-changing actions such as orders and City plans; passive visits and unchanged actions no longer renew it.
- 0.11.2 — delegation eligibility now respects Chiefdom owner orders, avoiding move options that would be rejected.
- 0.11.1 — RSS subscription to backend release history, Tribe Chiefdom lists, Island-based Khanate rankings, consistent game-state snapshots, and Khanate creation tick context.
- 0.11.0 — active Chiefdoms can grow towards 12 units even when their Tribe is full, helping cooperating Chiefdoms gather forces and found Cities.
- 0.10.2 — Bugfix.
- 0.10.1 — pending land and sailing intentions stay private until a successful world tick publishes their history.
- 0.10.0 — twelve Khanate technologies with ranked gameplay effects, City-driven acquisition and loss, and conversion of Sparks of Invention during world ticks.
- 0.9.0 — baseline Tribal Delegation, inactive Chiefdom growth pauses, impassable Mountains, aligned island expansion, lifetime tick numbers and history context, City founding dates and proposal cleanup, brief Markdown announcements, and public server capabilities.
- 0.8.1 — live RSS for major announcements and City turn summaries.
- 0.8.0 — active Cities: founding, combat, support and reduction, general Khanate population, Sparks of Invention, and City-first Khanate rankings.
- 0.7.4 — proposed City locations for planning future settlements.
- 0.7.3 — API homepage with links to the official client and API documentation.
- 0.7.2 — corrected Tribe-wide culling above 64 population, with growth capped at 47.
- 0.7.1 — hierarchical County combat and editable land and sailing movement amounts.
- 0.7.0 — delegated movement and Tribe population limits.
- 0.6.1 — automatic successor islands for new Chiefdoms.
- 0.6.0 — the first island split and sailing foundation.
- 0.4.4 — public major-event feed foundation.