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radiosol.world

An unofficial fan map of RADIOSOL chapter one. The world photographed from above in-game and stitched into one tiled basemap, with the places, machines, hazards and walked underground routes marked. Spoilers off by default.

radiosol.world ↗

RADIOSOL ships without a map. radiosol.world is the one I built for it. Not traced from a wiki, but surveyed: thirty-five orthographic frames flown and captured inside the game, feature-matched with SIFT, stitched in Hugin and cut into tiles at a measured 0.95 units/px. The result is one continuous image of an 11,692-unit world that nobody, including the developers, had ever seen whole.

On top of the basemap sit 218 marked places: nine districts, eighty-two features, fifty-two hazards, twenty-nine machines, ten servers, nine Calypso probes and the rest. Below them run twenty-one underground routes recorded on foot across thirty-eight segments and about 22,000 units of walking. Eighteen of those places carry photographs taken on site.

The hard problem was not the geometry, it was disclosure. A complete map of an exploration game is a way to ruin it, so every mark carries a spoiler tier and a cold reader sees 105 of the 218 until they deliberately ask for more. The whole thing is a single static page with no framework, no build-time dependency on the browser side, no cookies and no analytics. Fonts are inlined as data URIs, the page makes zero outbound requests, and nothing is recorded about anyone who visits.

basemap
Thirty-five orthographic frames captured in-game, aligned by SIFT feature matching (OpenCV) and stitched with Hugin's CLI (cpfind → autooptimiser → nona → enblend), then cut into a tile pyramid. Scale is measured, not guessed: 0.95 u/px over an 11,692-unit span.
marks
218 places across eleven kinds: districts, features, hazards, machines, servers, Calypso probes, anomalies, collectors, antennas, shelters and documents. Each one is positioned in world coordinates, searchable, and addressable by its own share link.
routes
Twenty-one named underground routes, recorded on foot as 38 polyline segments totalling roughly 22,000 units, drawn beneath the surface layer so the tunnels read against the world above them.
spoiler gate
Four tiers, defaulting to the lowest: a cold reader sees 105 marks, then 171, 213 and 218 as they opt in. The gate is on where a thing is, which is the part that spoils an exploration game.
privacy
No tracking script, no cookie, no beacon, and zero outbound requests. Fonts are inlined as data-URI woff2, and the only external URLs on the page are links a reader has to click.
delivery
A static site on GitHub Pages behind Cloudflare. Over the last thirty days it served 21.8k requests and 12.4 GB to about 2.1k visitors.
The radiosol.world map, showing the stitched aerial basemap with marks
The basemap: 35 in-game orthographic frames stitched into one continuous world, at the second spoiler tier (171 of 218 marks)
A place card open on the map, showing site photographs and world coordinates
Every place opens a card with photographs taken on site, exact world coordinates, what else is nearby, and a link that points back at this spot
PythonNumPyOpenCVHuginCanvasGitHub Pages

one static page · zero runtime dependencies · no analytics, ever