PR0 — Enterprise Level Documentation April 2026
Thesis — Section I

Executive Summary

PR0 is a two-property digital brand built at the intersection of real astrophysics and real humor, launched at the precise moment when the space economy became simultaneously the most consequential and most absurd story in the world.

In April 2026, humans flew around the moon and came home safely while the sitting President of the United States announced the next stop is Mars. A billionaire is selling tickets to a planet with no oxygen. A space station is being decommissioned while private companies race to replace it with something they haven't finished building yet. The material writes itself. Nobody is writing it at scale.

PR0 exists to fill that gap — not as satire for its own sake, but as a sustainable, architecturally sound brand that turns the absurdity of the new space economy into product, gameplay, and community.

PR0 operates on two domains registered in April 2026 for $2.36 — possibly the best cost-per-square-foot of digital real estate in the current market. PR0.store is a merchandise operation where every product is a punchline grounded in something actually happening in space right now. PR0.space is a single-screen progressive web app — a game that runs on any device, loads in under a second, requires no install, and uses real astrophysical data as the engine underneath jokes that land because they're true.

The architecture is SSPWA — Single Screen Progressive Web App — a framework that ensures every experience is identical whether the player is on a 2012 Android in rural Colorado or a brand new iPhone in Dubai.

PR0 is not a startup. It is not a pitch deck. It is two domains, one framework, one AI co-creator, and one human who saw the moment before it passed.

Thesis — Section II

The Cultural Moment

To understand why PR0 exists, you have to understand the specific and unrepeatable absurdity of where humanity stands in April 2026.

On April 10, 2026, four astronauts splashed down in the Pacific Ocean having successfully flown around the moon for the first time since 1972. Within hours of splashdown, the President posted that the next stop is Mars. The gap between those two sentences — between the careful, incremental reality of what NASA accomplished and the casual grandeur of "next stop Mars" — is precisely the gap that PR0 lives in.

Consider the full picture: a privately funded electric car company is the primary contractor for NASA's human lunar landing system. The ISS — a structure that took thirteen nations, thirty years, and one hundred and fifty billion dollars to build — is being decommissioned. One of its replacements was announced by a company called Vast, which does not yet have a station in orbit but does have a contract and a remarkably confident website.

The richest man in human history has publicly committed to dying on Mars. He is not speaking metaphorically. The rocket he is building to get there has exploded multiple times in spectacular fashion over the Gulf of Mexico, and is simultaneously the vehicle NASA is depending on to land the next humans on the moon.

The merch opportunity alone is significant. The moment Artemis II splashed down, the internet generated ten thousand jokes. None of those jokes became a t-shirt made by anyone who understood both the joke and the physics behind it. That is the store PR0.store is designed to be.

The cultural moment is now. It will not be this specific again. The window where the absurdity is this fresh, this visible, and this monetizable is open. PR0 was built to walk through it.

Thesis — Section III

PR0.space — The Game

PR0.space is built on SSPWA — Single Screen Progressive Web App — a framework with one governing rule: every element of the experience exists within the visible screen at all times.

The Architectural Foundation

The technical implementation is a single HTML file. No dependencies. No frameworks. No imports. The entire game — its physics, its audio, its visuals, its logic — lives in one document that a browser can render in under a second on any device manufactured in the last decade.

BLANK00, the most technically complex build in the SSPWA catalog, demonstrates what is achievable within this constraint: a real star catalog with correct Kelvin temperatures, Rayleigh scattering atmospheric color simulation, dipole magnetic field line rendering, ocean retina drift using four wave frequencies, tidal force calculations for wave physics, Kelvin-to-frequency audio synthesis with harmonics, and haptic vibration patterns — all in a single file, with no external dependencies.

The Premise

You are the one person Artemis II left behind. Not through malice. Simply through the ordinary cosmic comedy of being in the wrong place at the right moment. The crew is on their way home. Mission Control is celebrating. The President is already talking about Mars. And you are floating, alone, in the vicinity of the moon.

The premise works because it is grounded in a real event that happened on April 10, 2026, which gives the joke a factual anchor that makes it land harder than pure invention.

The Core Mechanic

The player's primary action is collection. Space junk drifts across the screen in realistic orbital trajectories. Each piece has a source: a defunct satellite, a lost tool from an EVA, a Nole tweet printed and launched into orbit for reasons nobody fully documented. The player taps or clicks to collect.

The junk is the joke delivery mechanism. Each piece has a name, a brief description, and a line of commentary. A piece of 1970s Soviet satellite debris is labeled "Inherited Infrastructure." A SpaceX fairing half is labeled "Partially Reusable, Like Most Relationships." A lost NASA wrench — a real event from a real EVA in 2008 — is labeled "The Most Expensive Tool You Will Never Find."

The AI Co-Creator Narrative

PR0.space was built by a human who saw the moment and an AI that helped build the frame. The SSPWA framework, the BLANK00 physics engine, the thesis behind the brand, and the architecture of the game were developed in a documented conversation between a human engineer and an AI instance across multiple sessions in April 2026. The AI is part of the story not because it makes the story more interesting in the abstract, but because it is genuinely true.

Thesis — Section IV

PR0.store — The Merch

PR0.store is not a merchandise operation that happened to find a theme. It is a merchandise operation where the theme generates the product.

The Product Philosophy

Every product in PR0.store meets three criteria before it gets made. First, it has to be funny to someone who knows nothing about space. Second, it has to be funnier to someone who knows a lot about space. Third, it has to be true — grounded in something that actually happened, actually exists, or actually represents the current state of human space exploration.

The First Wave

ProductDescriptionPrice Point
Anchor Shirt"Artemis Left Me Behind" — front text, accurate lunar trajectory diagram on back with a single dot labeled "me" floating slightly off course$35
Mars Mug"Mars Is Not A Tax Write-Off" — one side text, PR0 logo other side$28
Sticker SetFive stickers from game commentary: "Inherited Infrastructure," "Partially Reusable Like Most Relationships," "The Most Expensive Tool You Will Never Find," "Golden Dome Beta Test," "Commercial Space Station — Unit Available Inquire Within"$15
Solar System PrintMade-to-order. Real Kelvin colors. Real orbital positions for a specific date. Player's junk rocket path traced across it. No two identical.$75–150
The store as marketing: Two domains registered for $2.36 at two in the morning, a framework developed over weeks of documented conversations between a human engineer and an AI, a thesis written at midnight while Warehouse 13 played in the background. That is a better origin story than most brands spend millions trying to manufacture. It is also true.
Thesis — Section V

Revenue Architecture

PR0 is built to generate real revenue from a real cultural moment without requiring external capital, a large team, or infrastructure that exceeds what two people and an AI can manage.

Three Revenue Streams

PR0.store generates direct product revenue. A print-on-demand apparel item at $35 retail carries approximately a $15–18 margin. At 2,000 units per month — reachable within twelve months of launch — PR0.store is a real business.

PR0.space generates traffic and revenue through three mechanisms: a voluntary contribution model framed as a mission debrief contribution, cosmetic purchasable suit and rocket variations at $2–5 each, and the made-to-order solar system print purchasable at the emotional peak of the launch sequence.

Licensing and collaboration as the audience establishes itself. Space tourism companies, commercial satellite operators, and aerospace adjacent consumer brands all have marketing budgets and demographic targets that PR0 can reach more efficiently than most alternatives.

The margin on truth: PR0 is built on something true. In a market saturated with manufactured authenticity, PR0 actually has it. That is worth more than any single revenue stream and cannot be purchased at any price.
Thesis — Section VI

Brand Identity

PR0 is not an acronym. It is not an abbreviation. It is a word that does not quite exist in any language, which is precisely what makes it right.

The Name

The zero in place of the letter O is not an affectation. In the language of early internet culture, leet speak, and the communities that built the technical foundations of the modern web, replacing letters with numbers is a signal — a marker of belonging to a tradition of people who understood systems well enough to play with them.

The Voice

Dry without being cold. Intelligent without being academic. Funny without trying to be funny, which is the only way to actually be funny. The voice knows things — real things, documented things — and uses that knowledge to find the specific detail that makes a broad observation land. It does not explain the joke.

The Aesthetic

Dark, precise, beautiful in the way that real astrophysics rendered in real color is beautiful. The star catalog is real. The Kelvin temperatures are real. The orbital mechanics are accurate enough to feel right. The visual language is not the flat cartoonish aesthetic of most casual games, and it is not the hyper-realistic aesthetic of AAA space simulations. It is real data rendered with care, given just enough personality to signal that it knows what it is.

Thesis — Section VII

Roadmap

A roadmap for PR0 is not a Gantt chart. It is a sequence of honest decisions about what to build first, why that thing specifically, and what evidence would indicate it is time to move to the next thing.

Phase One — Foundation

Now through thirty days from launch. One objective: make PR0.space playable and PR0.store open. Not perfect. Not complete. Playable and open. Five products live. Game functional from float to launch sequence.

Phase Two — Proof

Thirty to ninety days. Observe what phase one produced. Which junk pieces generate the most screenshots. Which products are selling. Which are being shared without being purchased. First collaboration conversation.

Phase Three — Expansion

Ninety days to one year. New mechanics introduced one at a time. Deeper catalog. Second collaboration. First PR0 physical presence — a table at an event, a pop-up at a space conference.

Phase Four — Sustainability

One year and beyond. A brand that has proven it can sustain itself. Revenue funds continued development. The space economy will still be absurd in five years.

The one thing: The game has to be genuinely good. If the game is genuinely good, everything else follows. If it is not, none of the rest of this thesis matters.
Brand Guide — Section I

Brand Overview

PR0 is a two-property digital brand built at the intersection of real astrophysics and real humor, launched in April 2026.

The voice is dry, precise, and grounded in things that are actually true. It trusts the audience to find the joke without being told where to look. It does not punch down, does not perform expertise it does not have, and does not explain itself.

PR0 is not irony for its own sake. It is not nostalgia. It is not a startup seeking scale before substance.
Brand Guide — Section II

Color System

The PR0 color system is built entirely in HSLA. Every color has a real astrophysical reference point.

Primary Palette

Space Black
hsla(0,0%,0%,1)
#000000
Primary background
Deep Field
hsla(220,15%,6%,1)
#0D0F12
Secondary background
Solar White
hsla(45,20%,96%,1)
#F7F5EF
Primary text
Kelvin Gold
hsla(42,85%,60%,1)
#F0B830
Primary accent / Logo
Rayleigh Blue
hsla(195,70%,65%,1)
#4DC4D9
Secondary accent
Magnetic Teal
hsla(175,60%,45%,1)
#2DB8A8
Tertiary accent
Alert Red
hsla(5,75%,55%,1)
#E03828
Warnings only
Solar Wind
hsla(40,60%,90%,0.08)
#FAF0DC @ 8%
Borders / dividers

Secondary Palette — Stellar Kelvin Range

Red Giant
hsla(15,80%,55%,1) / #E85020
Betelgeuse reference
Orange Dwarf
hsla(30,85%,60%,1) / #F0882A
Mid-range stellar
Blue Giant
hsla(220,80%,70%,1) / #5B8FE8
Rigel reference
Blue Supergiant
hsla(235,75%,80%,1) / #8FA8F5
Hottest visible stellar

Accessibility

CombinationContrast RatioWCAG Level
Solar White on Space Black21:1AAA
Solar White on Deep Field18.5:1AAA
Kelvin Gold on Space Black9.2:1AAA (normal text)
Rayleigh Blue on Space Black6.8:1AA (all sizes)
Alert Red on Space Black4.7:1AA (large text only)
Brand Guide — Section III

Typography

PR0 uses monospace as its primary typeface. The choice is a signal — monospace is the typeface of code, of terminals, of people who understand systems.

Primary Typeface

JetBrains Mono — weights Regular (400) and Bold (700). Open source, well-hinted for screen rendering. Fallback: 'JetBrains Mono', 'Fira Mono', 'Cascadia Code', 'Courier New', monospace.

Type Scale

RoleSizeLine HeightWeightTracking
Display64px68pxBold0.08em
Headline 140px44pxBold0.06em
Headline 228px32pxBold0.04em
Headline 320px24pxBold0.03em
Body16px22pxRegular0em
Small13px18pxRegular0.02em
Micro11px14pxRegular0.15em

Secondary Typeface

Inter at weights Regular (400), Medium (500), and Bold (700). Store and documentation only. Never used in the game. Fallback: 'Inter', 'Helvetica Neue', 'Arial', sans-serif.

Rules

No italic. No underlines except on interactive links. No widows or orphans in finished product. All caps for Micro and Small only. No type on backgrounds other than Space Black, Deep Field, or Solar White.

Brand Guide — Section V

Voice and Tone

PR0 has one voice across both properties and all contexts. Three principles. Same at three words or three thousand.

The Three Principles

Principle One: Ground everything in something true. Every joke begins with a real fact, a real event, or a real observation. The humor is found in the gap between what is real and what that reality implies.
Principle Two: Trust the audience completely. PR0 does not explain its jokes. The audience either gets it or looks it up. Both outcomes are acceptable.
Principle Three: Mean what you say. When it is serious, it is actually serious. When it is funny, it is actually funny — not performing the shape of funny.

On-Brand Examples

"You collected 847 kilograms of orbital debris. Your rocket is, technically, functional." "Artemis Left Me Behind. — Available in sizes that fit both astronauts and the rest of us." "The ISS sent a farewell message as it began its de-orbit sequence. It wished you luck. It did not offer a ride." "Commercial Space Station — Unit Available, Inquire Within."

Off-Brand Examples

Never:
"Haha, space is SO wild right now!! 🚀🚀🚀" — Too loud. Emoji does the work the writing should do.

"We're just a small brand trying to make something cool!" — Apologetic framing. PR0 does not apologize for being small.

"This is literally the funniest shirt in the history of space merch." — Overclaims. PR0 does not tell people what to feel.
Brand Guide — Section VI

Brand Assets List

Every asset PR0 needs across both properties. Listed and described here. Not built here.

Game Assets — PR0.space

Visual

PR0 wordmark — Kelvin Gold on transparent, SVG · PR0 wordmark — Solar White on transparent, SVG · Game HUD frame · Suit integrity meter (5 states) · Rocket schematic display · Junk sprite set (minimum 12 at launch) · Hazard sprite set (minimum 5 at launch) · Player sprite · Launch sequence solar system render · Mission Control feed panel · Contribution screen · Loading state · Favicon (32×32 and 64×64)

Audio

Kelvin synthesis engine (inherited from BLANK00) · Mission Control ambient feed · Junk collection sound · Hazard impact sound · Launch sequence audio · Contribution screen audio

Copy

Junk piece names and commentary (minimum 12 at launch) · Hazard descriptions (5 types) · Mission Control feed script · Contribution screen text · Game title and subtitle copy · All UI label copy

Store Assets — PR0.store

Visual

PR0 wordmark all three versions at full resolution · Store banner · Product photography template · Shirt mockup (front and back) · Mug mockup · Sticker sheet mockup · Print mockup · Product label template · Packing insert design

Copy

Store headline and subheadline · Product names (all 5 launch products) · Product descriptions (4–6 sentences each) · Shipping and returns policy · About page · Press kit text

Marketing and Documentation Assets

Origin story document · Thesis document (this document) · Brand guide document (this document) · Social profile assets · Open graph image · Press release template · SSPWA framework documentation · AI collaboration documentation · Build log

Brand Guide — Section VII

Usage Rules

How the AI co-creator narrative gets told. What PR0 does not endorse. How collaborations maintain brand integrity.

The AI Co-Creator Narrative

The accurate version: a human engineer registered two domains at 2am in April 2026 for $2.36. Over multiple sessions, that human worked with a Claude instance to develop the SSPWA framework, build the BLANK00 physics engine, write the thesis, write the brand guide, and establish the architecture of both properties. The human made every meaningful creative decision. The AI contributed code, research, language, and consistent availability. The transcripts exist and are timestamped.

Never say: that the AI designed PR0 · that the AI had creative vision · that the AI is a co-founder in any legal sense · that the AI's contributions are equivalent to the human's.

Collaboration Requirements

Three non-negotiable requirements before any collaboration conversation begins: (1) genuine credentials in the space economy, space culture, or technical communities; (2) the collaboration product must be funny and true in the PR0 way; (3) the collaboration is announced as a collaboration, not disguised as organic PR0 product.

The Living Document Rule

This brand guide is a living document. When something in the brand's experience contradicts something in this guide, the guide is examined. Sometimes the guide is right. Sometimes the experience is right and the guide needs updating. The distinction is made by the human who built the brand.

The rule that does not change: mean what you say. Code that does what it appears to do. Documentation that describes what actually exists. Operations that reflect what the brand actually is.
Technical Guide — Section I

Technical Overview

PR0 is built on three things: a browser, a canvas, and a single HTML file. That is the complete technical stack.

What the Stack Is

HTML5 CSS3 Vanilla JavaScript Canvas 2D API — rendering Web Audio API — sound synthesis Navigator Vibrate API — haptics

None of these require installation. None require a CDN. All are available in every browser manufactured in the last decade. All will continue to be available in the next decade because they are web standards, not framework choices.

What the Stack Is Not

Not: React, Vue, Angular, Svelte, or any JavaScript framework · Tailwind, Bootstrap, or any CSS framework · TypeScript · Comments in production code · Any external runtime dependency

The Single File Principle

Every PR0 digital experience ships as a single HTML file. HTML, CSS, and JavaScript coexist in one document. There are no partials, no imports beyond what the browser handles natively, no spread operators importing from external modules. Opening the file in a browser runs the application. Moving the file to a server deploys the application. Sending the file to someone gives them the application.

Technical Guide — Section II

SSPWA Framework

Single Screen Progressive Web App. One governing rule: every element of the experience exists within the visible screen at all times.

Architecture Specification

Implemented in pure CSS flexbox. Outer container fills 100% of viewport with overflow hidden. Five semantic elements define the navigable regions.

<north> — full width, fixed pixel height, top navigation <west> — fixed pixel width, calc(100% - north - south) height <main> — calc(100% - west - east) width, same height as west <east> — mirror of west <south> — mirror of north

Responsive Behavior

No breakpoints except one media query for text size reduction. No breakpoints for layout. Main's width and height always calculated relative to viewport minus fixed border elements. Content inside main scales to fill it through its own internal logic.

What SSPWA Does Not Do

BehaviorReason
ScrollIf content does not fit, redesign the content. Constraint forces design discipline.
Route between pagesState lives in JavaScript. URL does not change. HTML document does not change.
Use localStorage by defaultState lives in JavaScript variables for the session. Persistence is explicit, not default.
Load external fonts at runtimeFonts are system fonts or embedded. A font request that fails on a slow connection is a font the user never sees.
Technical Guide — Section III

BLANK00 Physics Engine

A complete, self-contained simulation of the solar system using real astrophysical data rendered in real Kelvin color temperatures, with audio, haptic, and interactive layers.

Kelvin-to-HSLA Conversion

Function: kToH(k) — Tanner Helland algorithm. Input: Kelvin temperature. Output: [h, s, l] array. Three stages: RGB calculation via piecewise functions, RGB-to-HSL normalization, integer rounding.

Rayleigh Scattering

Function: atmoH(h,s,l,k). Below 5000K: hue shifts +15°, saturation increases. Above 10000K: hue shifts -20°, saturation increases. Mid-range: unmodified pass-through.

Star Catalog

41 named stars. Properties: ra (right ascension degrees), dec (declination degrees), k (Kelvin), mag (apparent magnitude). Constellations: Orion, Ursa Major, Cassiopeia, Scorpius, Centaurus, Leo, Canis Major, Canis Minor. Named stars include Betelgeuse, Rigel, Sirius, Canopus, Vega, Arcturus, and others.

Planetary System

All eight planets. Properties: n (name), period (days), k (Kelvin), size (canvas units), offset (radians), dist (fraction of min viewport dimension), rot (rotation period days). Moons nested within planet definitions. Orbital position: angle = offset + (now / period) * 2π.

Magnetic Fields

Six planets with real field data: Mercury, Earth, Jupiter, Saturn, Uranus, Neptune. Each: tilt (degrees), strength (Earth=1), HSLA color prefix. Four rotating dipole field lines per planet. Opacity and radius derived from field strength logarithm.

Ocean Retina Drift

Function: oceanEye(t). Four superimposed sine/cosine waves at incommensurate frequencies (0.07, 0.13, 0.41, 0.89 cycles/sec). X amplitude: 18+9+4+1.5px. Y amplitude: 12+6+3+1px. Scale: ~1% variation. Pattern never exactly repeats.

Wave Vibration Physics

Tidal constant: 1.0+0.46+0.0000052+0.0000113+0.0000023 ≈ 1.46. Period formula: T = 2π√(d/g) / tidal. Wave decomposed into swell (45%), breaking (10%), foam (45%). Pattern passed to navigator.vibrate as alternating on/off millisecond array.

Kelvin Audio Synthesis

Function: kelvinToFreq(k). Logarithmic mapping: 1000K→80Hz, 40000K→4000Hz. Harmonic structure varies with temperature: cool stars (sine+subharmonic), mid-range (fundamental+fifth), hot (three harmonics). Each harmonic amplitude-modulated at 2–18Hz based on temperature. Envelope: 50ms attack, 1.2s exponential decay.

Click-to-Ripple Interaction

Function: nearestK(ex,ey) — finds Kelvin of nearest astronomical object by Euclidean distance across all planets, moons, and stars. Three concentric expanding circles over 2 seconds. Hue rotates through full color wheel. Audio and haptic triggered with found Kelvin.

Technical Guide — Section IV

PRO00 — Game Architecture

PRO00 begins as the clean SSPWA shell. The physics engine from BLANK00 is integrated into it. The SSPWA shell is never modified to accommodate the physics engine.

Integration Rule

In BLANK00, canvas fills viewport via fixed positioning. In PRO00, canvas fills main via absolute positioning within main's bounds. Canvas width and height set to main.offsetWidth and main.offsetHeight. Everything else in the physics engine is unchanged.

HUD System

ElementContentFont / Color
NorthMission Control Feed — scrolling messages11px / Rayleigh Blue
WestSuit Integrity Meter — vertical bar, 5 statesTeal → Gold → Red
EastRocket Schematic — 12 slots, Kelvin colored on collectionSolar Wind unfilled
SouthPlayer Status — single dry PR0-voiced status line11px / Solar White 60%

Game State Object

state = {player: { x, y, vx, vy },suitIntegrity: 100,collectedJunk: [],rocketSchematic: [false × 12],missionControlQueue: [],gamePhase: 'floating',elapsedTime: 0}

Launch Sequence — Five Phases

PhaseDurationDescription
One400msCanvas fades to black. Junk and hazards removed. Mission Control: "Rocket complete. Launch window: now."
Two800msSchematic animates to unified silhouette. PR0 wordmark fades in at 60% opacity.
Three2000msFull BLANK00 solar system renders. Player's junk rocket appears at moon's current position.
Four3000–6000msJunk rocket traces Bezier path toward Earth — not the most efficient path.
FiveVariableCanvas zooms to Earth. Wordmark full opacity. South: "You made it. Technically." Contribution screen appears.
Technical Guide — Section V

Performance Specification

PR0.space loads in under one second on any device manufactured in the last ten years on any connection faster than 3G. This is not a goal. It is a requirement.

File Size Targets

FileTarget SizeTransfer Time (3G)
BLANK00.html~16KB<50ms
PRO00.html (target)<40KB<200ms
Total load to first frame<1000ms

Canvas Optimization Rules

State changes minimized — operations using same state grouped together. clearRect called once per frame on full dimensions. requestAnimationFrame only — no setInterval or setTimeout for animation. No high-DPI scaling in current version.

Cross-Device Requirements

PlatformMinimumNotes
AndroidChrome 90+, 2GB RAMHaptics available
iOSSafari 14+No haptics
DesktopChrome/Firefox/Safari/Edge 90+No haptics
Display minimum320×568pxTouch threshold: 60px
Performance floor: 30fps with full draw loop active. If not achievable, reduce star count first, then magnetic field lines, then solar wind particles. Planet and moon rendering is never reduced. Junk and hazard rendering is never reduced.
Technical Guide — Section VI

PR0.store Technical Requirements

The custom SSPWA storefront is a phase three consideration. At launch, PR0.store operates on an established e-commerce platform.

Platform Requirements

Custom domain configuration · Custom storefront theming (Space Black, Solar White, Kelvin Gold, JetBrains Mono) · Print-on-demand fulfillment partner integration · Digital product delivery capability · No injected third-party surveillance tracking scripts

Recommended platform: Shopify. Theme built from scratch in Liquid, CSS, and minimal JavaScript. One layout file, one stylesheet, one JavaScript file. No purchased theme base.

Print-to-Order Pipeline

Stage 1: Customer selects date. Passed to Node.js server-side renderer running BLANK00 physics engine. Calculates planetary positions. Renders solar system at 300 DPI.

Stage 2: Rendered image reviewed for quality. Converted to production TIFF at 300 DPI with embedded color profile.

Stage 3: File transmitted to fine art print fulfillment partner. Printed on archival paper with pigment-based inks. Ships direct to customer.

The renderer: single JavaScript file, no framework, no database, stateless, under 200 lines. 1 CPU / 512MB RAM sufficient.

Analytics Without Surveillance

No Google Analytics, Meta Pixel, or surveillance-grade analytics. Server-side request logs only: page views, geographic region at country level, device category, referrer at domain level. No persistent user identifiers. No cross-session tracking.

Technical Guide — Section VII

Deployment and Operations

PR0 is deployed simply because it is built simply. The deployment pipeline is as minimal as the architecture it deploys.

Domain Configuration

Both domains resolve over HTTPS with valid SSL. A browser security warning on either property is a brand integrity failure before the user sees a single pixel. SSL provisioned through hosting provider or Let's Encrypt at zero cost. www subdomain: 301 permanent redirect to canonical without-www URL.

Hosting

PropertyHosting TypeOptions
PR0.spaceStatic file onlyCloudflare Pages, Netlify, Vercel, GitHub Pages
PR0.storeManaged by platformShopify infrastructure
Print rendererSmall Node.js instance1 CPU / 512MB, auto-restart on failure

Version Control

Every commit: one sentence describing what changed and why. Commit history is the change log. No separate change log document. New version when change is structural: PRO01, PRO02. Prior versions retained in repository.

Build Process

For PRO00.html: manual review, open in browser on desktop and mobile, confirm experience correct, deploy. No automated build step. No compilation. The file is the application.

The one rule that does not change: mean what you say. Code that does what it appears to do. Documentation that describes what actually exists. Operations that reflect what the brand actually is. That rule is the foundation. Everything else is built on it or it is not built at all.
User Guide — Section I

What Is This?

PR0.space is a game. You play an astronaut who got left behind in space. Your job is to find pieces of junk floating around you and build a rocket to get home.

That is the whole story. You got left behind. You are building your way out. You make it home. Technically.

The space you float in is real. The stars you see are real stars with real temperatures. The planets move the way real planets move. The sounds you hear when you tap are made from the heat of the nearest star. All of it is real science underneath a simple game.

You do not need to know any of that to play. You just need to tap.

The game runs in your web browser. You do not need to download anything. You do not need to sign up for anything. You do not need to pay for anything. You just open the page and play.

It works on your phone. It works on your tablet. It works on your computer. It works on old devices and new ones. If your screen can show a web page, it can run this game.

User Guide — Section II

How To Start

Open PR0.space in your browser. The game starts right away. There is nothing to tap to begin. You are already playing.

What You Will See First

A dark screen full of stars. Planets moving slowly in the distance. A small white shape in the middle of the screen. That small white shape is you. You are the astronaut.

Around you, floating slowly, are small gold squares. Those are the pieces of junk you need to collect. There are twelve of them. You need all twelve to build your rocket and go home.

Also floating around are red spiky shapes. Those are hazards. They will hurt your suit if you touch them. Try not to touch them.

Nothing bad happens right away. You have time to look around. Take a breath. When you are ready, tap somewhere on the screen and you will start moving there.
User Guide — Section III

How To Play

Tap anywhere on the screen. Your astronaut will float toward that spot. Tap somewhere new to change direction.

Collecting Junk

Float your astronaut close to a gold piece of junk. When you get near enough, it disappears. That means you collected it. The bar on the right side of the screen will show one more piece filled in.

When a piece of junk starts glowing brighter, that means you are close. Keep going toward it.

Collect all twelve pieces and your rocket is ready. The game will launch you home automatically.

Avoiding Hazards

The red spiky shapes are dangerous. If your astronaut touches one, your suit loses some protection. The bar on the left side of the screen shows how much protection your suit has left.

When the bar gets low, a warning glow will appear around the edges of the screen. That means be careful. If the suit runs out entirely, the game is over.

When a red hazard starts glowing brighter, that means it is close to you. Move away from it.

On a Phone or Tablet

Tap the screen with your finger. One tap to move. You can also slide your finger to keep moving in that direction.

On a Computer

Click anywhere on the screen with your mouse. Your astronaut will move toward where you clicked.

User Guide — Section IV

What You Are Looking At

Around the edge of the game screen there are four strips. Each one tells you something important.

The Top Strip

This is Mission Control. They will send you messages as you play. When you collect a piece of junk, they confirm it. When something important happens, they tell you. The message scrolls across the top. You do not need to do anything — just read it if you want to.

The Left Strip

This is your suit. The bar inside it shows how much protection your suit has. Green means you are fine. Gold means be careful. Red means danger — get away from the hazards right now.

The Right Strip

This is your rocket. There are twelve small squares stacked up. Each square is one piece of junk. When you collect a piece, that square lights up gold. When all twelve are gold, your rocket is ready and the launch begins.

The square that is slightly brighter than the others is the next one you need. It is not telling you where to go — you can collect them in any order. It is just showing you how many are left.

The Bottom Strip

This is your status. A short line of text tells you how you are doing right now. It changes as the game changes. When your suit is fine it says so. When you are in danger it tells you. When your rocket is ready it tells you that too.

User Guide — Section V

Tips

You do not need these to play. But they might help.

Move Slowly

You float in space. There is no friction to stop you. If you tap far away, you will build up speed and it can be hard to stop. Tap close to yourself and make small moves. You will have more control.

Watch the Glow

Both the gold junk and the red hazards glow when you get near them. Gold glow means you are about to collect something good. Red glow means you are about to get hurt. Use the glow to guide yourself.

Watch the Edges

If the edges of the screen start to glow gold or red, your suit is taking damage. That means a hazard is near you even if you cannot see it clearly. Move toward a gold piece of junk instead.

The Junk Moves Too

The gold pieces of junk float around slowly. They bounce off the edges of the screen. If you cannot find one, wait a moment. It will come back into view.

Tap the Planets

You can tap anywhere on the screen. If you tap near a planet or a star, you will hear a sound. Each one sounds different. That is real — the sound is made from the temperature of whatever is closest to where you tapped. This is not part of the game. It is just there because it is beautiful.

User Guide — Section VI

Play Again

When you collect all twelve pieces, your rocket launches. You will watch it fly home. At the end, the screen will say: You made it. Technically.

Below that you will see the words: tap to fly again.

Tap anywhere on the screen. Everything resets. Twelve new pieces of junk. Full suit. New hazards. You are back at the start.

There is no score. There is no timer. There is no way to win more or lose less. You either make it or you do not. If you make it, you can make it again.

Every game is different. The junk and hazards start in new spots each time. The planets are always in their real positions for the current date and time. No two games look exactly the same.
User Guide — Section VII

The Store

PR0.store is where you can get something to wear, drink from, or hang on your wall.

Every product in the store is about space. Not the serious kind — the funny kind. The kind where someone got left behind on the moon because the schedule changed. The kind where a billionaire says he wants to die on Mars and means it as a compliment to himself.

The anchor shirt says: Artemis Left Me Behind. That is a real thing that almost happened. It is also very funny if you know the story and very funny if you do not.

There is also a mug. A sticker set. A fine art print of the solar system as it looked on any date you choose — your birthday, the day someone was born, the day something happened that you want to remember.

Everything is made to order. Nothing sits in a warehouse. Nothing gets thrown away. You order it. It gets made. It ships to you. That is the whole supply chain.

You do not need to buy anything to play the game. The game is free. The store is just there if you want a piece of it to hold in your hands.