What is the game about?In very short terms, I draw inspiration from the games that influenced me the most: FTL, RimWorld, Dwarf Fortress, and Sid Meier’s Pirates!The core idea is this:You start by generating a galaxy with its own history — civilizations, states, factions, conflicts. Then you choose a scenario (for example, delivering cargo across the galaxy), build a spaceship (either manually from parts or randomly), generate a crew (RimWorld-style), and head into space.From there:You can travel through spaceLand on planetsFight ship-to-ship battlesTradeManage your crew (food, clothes, medical care, salaries — or they might revolt)Some resources only exist in space, others only on planets. For example, you can’t upgrade a ship while in space — you need planetary infrastructure.Or… you can ignore objectives entirely and just play it as a sandbox.That’s the concept. I honestly don’t know exactly what it will become in the end — but I have a direction now.How it started vs where it ended upOriginally, I just wanted to make a small space flying game in a couple of evenings, using AI-generated art.Then I thought:“What if it’s like FTL, but with physics-based space flight?”Then I didn’t like the visuals and redid the graphicsSome assets I drew myself, some I boughtThen I saw a cool mechanic somewhere and thought: “I want this in my game”And so, step by step, the project grew far beyond “just flying and space combat”.Eventually, a proper game concept emerged, and that’s what I’m building toward now.What’s already implementedI’ll try to list everything without forgetting anythingGalaxy & World GenerationA galaxy is procedurally generated using configurable parametersThe galaxy consists of sectors connected by major hyperspace routesEach sector contains star systemsEach star has parameters:MassLuminosityEnergy outputStar typePlanets orbit stars, each with their own parametersAsteroid belts and other space objects can appear in systemsHistorical SimulationAfter world generat...
This update is a big one 🙂I’ve finally finished the reworked history generator. It’s now much easier to expand with new types of events, and it already makes the galaxy feel much more alive.When you look at the galactic map, you’ll now see entire empires forming. They build fleets, colonize planets, collect taxes, and fight each other. Exploration fleets can establish new settlements, while military fleets can conquer them. Of course, space isn’t safe — fleets might get lost in the void or destroyed in asteroid belts.Settlements have their own stories too. A bad harvest, a raider attack, or even a reactor explosion can reduce their population — sometimes to the point where people abandon the place entirely.All of this happens in a massive simulation that runs before you start the game, generating about 600 years of galactic history. It takes some serious calculations, and watching the progress bar tick along feels like you’re watching centuries of chaos unfold.The generated data is already being hooked into gameplay. Empires created by the simulation appear on the galactic map. If an empire can’t manage to hold a single sector, it’s marked as a fallen empire. On planetary maps, you’ll see settlements — and behind each one there’s a small history. If you stumble across ruins, you’ll even be able to find out why that settlement was abandoned.It’s a big step toward making every game feel like it has a unique backstory — a galaxy shaped by centuries before you even arrive.Next StepsI’m working on generating settlements, fleets, and space stations directly from the history data, so they’ll appear in the game world as real, interactable objects. This way, the galaxy you explore will feel even more alive, shaped by centuries of simulated history.
Hi everyone! Here's a small update: Landing Zone Selection: You can now choose your landing spot on the planet. The game shows which tiles your ship will occupy after landing. Choose wisely — large obstacles might damage your ship, and taking off again could become a real challenge. {STEAM_CLAN_IMAGE}/44959897/470f5ce66b33707866e99cd5cbf769ad1cba8f4f.png {STEAM_CLAN_IMAGE}/44959897/2a508d43e3b04c2c5e74dd0fd965119b936f3897.png Improved Planet Generation: Planet flora and natural features are now generated more consistently. Several bugs related to plant placement and saving have been fixed. {STEAM_CLAN_IMAGE}/44959897/ce922ddd5246d30a10ba492f3c8b0e250b642a39.png {STEAM_CLAN_IMAGE}/44959897/e41aa476351e16c7d59fe6198f656b2914b35e10.png Bug Fixes: A bunch of long-standing bugs have finally been addressed. Nothing too flashy, but the game should feel a bit smoother overall. {STEAM_CLAN_IMAGE}/44959897/d09509567e137692791be46cf9986a5a57eb7f96.png Thanks and stay tuned!
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