Shipped · Players
Email and password account
You sign up with your email and confirm it with a code sent to your inbox, in your language. Password resets work the same way, and you stay signed in without logging in every time.
Here I show where the game stands. From top to bottom: what has already shipped, what I am building now and what comes next. I do not put dates on it: each part comes out when it is ready.
Updated on October 9, 2026
This is the base of the game: your account, the app on your computer, with automatic updates, and the connection to the server. There is nothing to play yet, but everything else stands on it.
Shipped · Players
You sign up with your email and confirm it with a code sent to your inbox, in your language. Password resets work the same way, and you stay signed in without logging in every time.
Shipped · Platform
Sign-in has a limit on attempts, and every code works only once. If someone tries to get in with a stolen login, the game notices and cuts it off. I reviewed all of this before any game data existed.
Shipped · Platform
The game runs in a light app for Windows, Linux and macOS, on Macs with Apple silicon or Intel. Sign-in, language choice, connection status and automatic updates already work. The game panels are still placeholders.
Shipped · Platform
When a new version comes out, you get a warning with a countdown of about 5 minutes, the download runs in the background and the app restarts by itself. Nobody plays on an old version, and when a change is only on my side, you do not have to update anything.
Shipped · Platform
What happens on the server shows up on your screen right away, without reloading anything. This is the connection the universe will reach you through.
Shipped · Infrastructure
The game's server is already online. Everyone will play in the same universe, with no regional servers and no parallel worlds.
Shipped · Platform
You will download the game straight from the official site, with no third-party store, and updates come from the same place. The Download section is ready and will get the installers for each system, with first-run instructions, as soon as the first version is out.
Shipped · Interface
The game has two languages from the start, in the app, the emails and the site. Every new screen ships in both.
Being built now · Platform
The installers for Windows, Linux and macOS are almost ready to go out. When the first version is published, it shows up in the Download section of the site.
I am designing each system carefully before I build it. Items marked "still thinking" are decisions I have not made yet. The site and this roadmap are already online.
Shipped · Community
The home page is online, in English and Portuguese, in the game's visual style. It shows where the project stands, and it is where you will download the game, with help for the first run.
Shipped · Community
Everything I have built, decided and planned is here, with no dates. It changes as the work moves, without waiting for a new version of the game.
Being built now · Interface
Violet light on a dark starfield, with soft glows. I drew this look for the whole game, and the site already uses it. The next step is replacing the app's placeholder look with it.
Being built now · Economy
The first thing you will be able to play is the economy, and I am working out every rule of it before I build. Industry, trade and transport are decided, and the main screens are already drawn. It starts with about 50 to 80 items in chains of 4 to 6 steps, and the rest arrives over time.
You never fly anything. You run a company from panels, on a screen that can be dense for veterans and simple for newcomers.
Up next · Interface
You build your screen from eight panel types (map, sheet, table, chart, form, schedule, log and guide), like a trading terminal. Newcomers get ready-made arrangements. Panels of the same color show the same selection, and later you will be able to spread everything across several monitors.
Up next · Interface
Ctrl+K finds anything, even with typos. Items, places and exchanges have optional short codes that are the same in every language, such as the chemical symbol for elements. Every panel has an address you can share or save.
Up next · Interface
The screen can be comfortable for newcomers or compact for those who know the game. The overall size also adjusts in three steps.
Up next · Interface
Stocks, balances and timers keep moving on screen all the time, without waiting for anything to refresh. Every forecast is marked as an estimate.
Up next · Interface
Hover over any number to see how it was worked out, step by step down to the last term. That includes the cost on arrival, with taxes and tariffs.
Up next · Interface
Costly actions only ask for confirmation above a limit, by value or by distance from the reference price. You set those limits.
Up next · Interface
Alerts reach you through the in-game center, system notifications, Discord, email and your phone, Telegram included. You hear about it when something important happens to your company.
Up next · Interface
You can set up recurring orders, restocking of consumables, automatic sales and rules that act when a stock runs low or a price crosses a line. Automation is a premium feature and stops when premium runs out.
Up next · Interface
Every item, building, recipe and rule will have an explanation inside the app, linked from wherever it shows up.
Up next · Interface
From the start, no information depends on color alone, text and interface scale from 80% to 200%, and you can play entirely by keyboard, with an option to reduce motion. Screen reader support comes later.
The game takes place in a spiral galaxy the size of the Milky Way, with real stars and real physics. The sky map is public, news takes time to arrive and the universe keeps going when you log off.
Up next · Universe
About 100 billion systems in a realistic barred spiral, with a bulge, a bar, arms and voids. Each neighborhood of stars takes shape when someone reaches it and stays recorded for good. There are no fixed regions: the only borders on the map are the ones nations draw.
Up next · Universe
The mix of stars is the real one: red dwarfs everywhere and big blue stars extremely rare. A star's type sets the light that reaches its planets, its flares, where the habitable zone lies and how rich in elements the system is.
Up next · Universe
Only humans, in a fictional galaxy, shortly after a one-way exodus with no contact with home. Real physics applies, plus the jump drive and a few costly exceptions such as shields.
Up next · Universe
Gravity, temperature, pressure and atmosphere change what you can build and extract. The public map shows the astronomy, the environment and a rough hint of resources, nothing more. Food only grows on fertile planets.
Up next · Universe
A 3D map seen from above, with each star's height marked and the range of the selected ship drawn around it. Stars and planets are public. Fleets and markets only show up with presence or sensors.
Up next · Universe
Each system has planets, moons, stations, belts and the jump point, linked by travel slower than light. Orbits are real, so distances inside a system change over each planet's year.
Up next · Platform
There is no turn that updates the whole world at once. Everything happens at its own time, and the universe keeps going while you are away.
Up next · Platform
If the server goes down, the universe clock pauses with it, and nobody loses a battle or a base because of it. After a limit of pauses in a row, battles carry on by the orders each side left in place. Real-life deadlines follow real time, and the screen always shows both clocks.
Up next · Platform
The server only sends what you are allowed to know, and every piece of information shows when it was seen. No modified program can reveal what you never observed.
Up next · Platform
When several players go for the same thing at once, the game gathers every attempt made within about a second and holds a recorded draw.
Up next · Universe
What happens far away reaches you late, something like one minute per jump of distance. Relays built by players make information instant inside their network.
Up next · Universe
Rare astronomical objects and natural phenomena, with no characters behind them, are the only events the game creates by itself. Nature can change conditions in parts of the galaxy.
You found a single company and start in a neutral core on the rim of the galaxy, with a settler's quota and time to learn. Every step toward the center takes longer and costs more, but the space there is richer and more dangerous.
Up next · Players
You have a single company, and it is your economic side of the game. The political side belongs to nations. Having more than one account is forbidden.
Up next · Players
Your company has a name, a ticker of 3 to 5 letters, a logo assembled in a parts editor and the public name of its CEO. The account behind it stays hidden.
Up next · Players
There are no delegated managers. Working with other players happens through contracts and nations.
Up next · Universe
Everyone arrives in the same core, on the rim of the galaxy, and no nation can ever take it. If it fills up, the game opens a second core in an empty area. It only holds weak deposits, and the closer you get to the center, the richer and more dangerous space becomes.
Up next · Universe
The ark ship that brought humanity here rests in the core as a landmark and a meeting point, with no function in play. At the Big Bang, landmarks like it are the only things already built. Everything else is built by players.
Up next · Players
You start with a small base in the core, a cargo ship and basic materials. There is no money in the kit, because there is no universal currency to hand out.
Up next · Industry
The starter base makes the basics for itself: water, food, oxygen and fuel for the kit ship. Nothing is left over to sell, so trade starts with what you build next.
Up next · Players
Your core base is a grant of about three months, always on a fertile world. When it ends, its buildings pack into a moving kit for your new home, in a nation's territory or out on the frontier.
Up next · Players
Players can attack each other anywhere, but new companies are protected for about 30 days. Protection ends early if you attack someone or leave the core.
Up next · Players
A company that truly goes bankrupt can start over in the core with a smaller kit and short protection, and the wait to start over grows each time. Debts and contracts stay on record, and an unpaid debt keeps taking a share of the new company's revenue. Kit items cannot be sold for about 30 days.
Up next · Players
Give 24 to 48 hours' notice and your headquarters freezes, protected, for a minimum period. It cannot start during an attack and does not cover sovereignty or exchanges run by others.
Up next · Players
There are no tutorial characters. Everything is open from the start, with a guide of goals and the countdowns of your protection and your concession. Empty panels explain why they are empty.
Production chains are long and expensive on purpose, so that working together pays off. Resources never run out, but the rich ones lie far away or on hostile worlds. Land is scarce, workers have needs and every machine wears out.
Up next · Industry
You build on rocky planets, moons, gas giants or orbital stations. Each building takes a share of the base's area, with no grid to fiddle with, and the environment decides the construction materials. The base screen shows tables and an illustrated plan of the site.
Up next · Industry
Every new base needs a license paid in goods, and each license costs more than the last. Free accounts have at most 3 bases, and premium has no ceiling.
Up next · Industry
Every planet has a limited area, set by its size and relief. In unclaimed space, whoever arrives first takes it.
Up next · Industry
Resources only show up through prospecting, in three levels: an orbital scan shows which ones exist, a probe measures their grades and drilling on a plot finds the exact deposit and its yield. Each level produces a dated report issued by the game, which can be sold and resold. A deposit is set on the first survey and never changes after that.
Up next · Industry
No deposit ever runs dry. Each one has a yield factor from 1 to 100, and the average factor rises the farther you get from the core and the closer to the center of the galaxy. Asteroids and belts are mined by ships, with no base.
Up next · Industry
Every deposit has a low-yield common pool open to everyone. Rich deposits become exclusive concessions, and whoever leaves one idle loses it.
Up next · Industry
The harsher the planet, the richer it is. A volcanic world can hold ore with a factor of 50 to 100, plus a bonus of three to four times on top. In return, every worker needs extra life support, and buildings need special materials.
Up next · Industry
Extraction, farming and consumption run nonstop, and factories work in batches from a queue. A production order takes 1 to 12 hours in common cases and up to about a day in complex ones.
Up next · Industry
Building takes time on an open site. Anyone can deliver materials under contract, and the work stays vulnerable until it is finished.
Up next · Industry
Real elements and materials, with about 150 to 300 items and 5 to 8 steps from ore to finished goods. Common basic and intermediate recipes are free for everyone, and advanced ones need research, a blueprint or a license. There are about 40 to 80 building types, each one for a process.
Up next · Industry
Final items, the ones that do not go into other products, carry the mark of the company that made them. Tariffs and embargoes never look at where something was made, only at the trader's citizenship, the place and the border.
Up next · Industry
Basic materials are close at hand everywhere. Intermediate and advanced goods need inputs from three or more different environments.
Up next · Industry
Laborers, technicians, engineers, scientists and more, each tier with greater needs. They arrive when the base has housing and their needs are met. They earn no wages, they only consume.
Up next · Industry
Food, water, clothing, health and comfort are categories, and any product in the category will do. Variety earns a bonus.
Up next · Industry
Without food, water, oxygen or fuel, things get worse in steps, with warnings: efficiency and morale drop, then people die. A ship without fuel drifts.
Up next · Industry
Buildings, structures and ships wear out, and upkeep is paid with goods that get used up. That keeps factories busy for good.
Up next · Industry
Every extra base, colony or production line adds an administrative cost that grows faster than the company.
Up next · Interface
Inside the game you see the full recipe tree, the cost per unit and the profit per hour, and you can simulate a base before building anything. Community tools will be able to read the same data.
Up next · Industry
Every base runs its own power grid, with plants that depend on the environment, such as solar, wind, geothermal or nuclear, and thermal plants that burn bought fuel. Without power, production stops. Recipes leave byproducts and waste, which can be useful or cost money to dispose of.
No NPC buys or sells anything. Every market is built by players, and the game only matches orders and enforces contracts. In the first days, goods themselves do the job of money.
Up next · Economy
The game matches orders, carries out contracts, applies laws and keeps records. It never buys, sells, stores anyone's goods, carries, lends or defends.
Up next · Economy
Every company has a single wallet that works instantly anywhere. Every movement of money and goods is recorded for good, and nothing appears or vanishes without a trace.
Up next · Economy
Where nobody owns the place, such as the core and open space, there is a free board where offers become guaranteed contracts when someone accepts them. Free accounts keep 2 to 3 contracts at a time, and premium has no limit. In player stations and national territory, only the owners' structures apply.
Up next · Economy
Exchanges are modules that companies or nations install in stations, and the station owner charges rent for them. The game provides the order book, and the exchange owner sets the fees, what can be traded and what prices are quoted in: a national currency, the premium token or a standard commodity.
Up next · Economy
Orders match all the time, and nobody sees names in the book. By default, only those with presence or sensors there can see the offers, but the owner can show them to the galaxy, to allies only or hide them. Price data can be sold.
Up next · Economy
You can place limit orders with an expiry, protected market orders, automatic replenishment, stop orders and conditional orders.
Up next · Economy
You can buy from any exchange you can see, and the goods wait in its warehouse. To sell, the goods must already be there.
Up next · Economy
Veterans with premium may keep stations and exchanges in the core, but never production bases. The game takes 30% of what those exchange owners collect out of circulation, so they earn less than a national exchange.
Up next · Economy
It is the average of real trades above a minimum size, weighted by volume and ignoring linked parties. Where there is no price, guarantees count in physical quantities.
Up next · Economy
Freight, purchase on credit and loans, guaranteed by the game. Money, tokens and goods are held in escrow, and structures and ships are bound to the contract: you can use them, but not sell or dismantle them.
Up next · Economy
There are templates for the most common deals: freight, purchase on credit, loans, forward delivery, recurring supply, rental and auctions. They are all built from the same pieces, such as deadline, guarantee and penalty, and any of them can be adjusted.
Up next · Economy
A contract can name an arbitrator, a company or a nation that charges a fee and, in a dispute, decides how the collateral is split. Without one, the courts of the nation where the contract is carried out decide.
Up next · Economy
When the collateral does not cover a default, a share of everything the debtor earns afterwards goes to the creditor until the debt is paid, even after a fresh start. A nation's courts can make the penalty heavier.
Up next · Economy
Bases, structures and ships can be transferred by contract, along with their workers and stock. To take over a base, you need a free base license. The newcomer concession and the moving kit cannot be sold.
Up next · Economy
Money, tokens and goods can be given to anyone, with no ceiling. Every gift is recorded.
Up next · Economy
When you ask, the game certifies your company's balance sheet, with its date and scope. You share it with whoever you want, such as a lender, a partner or a nation.
Up next · Economy
A deal closed inside the game stands, and I do not undo it. The screen, however, always shows the truth, and nations can treat fraud as a crime. Fraud outside the game, such as phishing or account theft, gets you banned.
Up next · Interface
I have not decided yet how detailed the market charts will be or how long price history is kept.
Up next · Economy
The game does not let you trade with yourself. Cornering a market, dumping stock and price wars are fair moves, and the screens always show the real terms.
Everything has to be carried from one place to another. Ships are assembled from produced parts, use two kinds of fuel and jump in plain sight, and every port has its own rules.
Up next · Logistics
A ship is a hull plus modules, and every part is a produced item. Hulls come in size classes, with their own slots and role bonuses, and ship designs can be sold.
Up next · Logistics
Small and medium hulls come out of planetary shipyards, and launching costs more on heavy planets. Large hulls are only built in orbit, and capital ships only in orbital yards made for them.
Up next · Logistics
Ships need crew drawn from your population, plus food, oxygen, fuel and habitat modules. Crew quality depends on the tier of the workers in each post, and that bonus is lost with the ship.
Up next · Logistics
A hold fills up by weight or by space, whichever runs out first. Each hold takes only its own category, such as dry bulk, general cargo, liquid, pressurized gas or sensitive cargo. Bulk goods and fluids are measured continuously, and parts in whole units.
Up next · Logistics
Jump fuel to travel between systems and propellant to move inside them, both only from the production chain. Basic drives use hydrogen, refined in many places, and long-range drives use an advanced fuel made from rare inputs. Without fuel, the ship drifts.
Up next · Logistics
The drive charges, the ship jumps instantly and then cools down, without vanishing from the map. The drive sets the range, cargo shortens it and jumps only go from one star to another, so a void wider than your range is a real barrier. A jump ends outside the gravity well, and the ship still flies in to the station, exposed on the way.
Up next · Logistics
Going up from a surface and back down costs propellant and time according to gravity and atmosphere. Launchers and space elevators lower that cost.
Up next · Logistics
The station owner decides who may dock, the fees and the largest ship allowed, and national laws apply on top. Storing goods at someone else's station is free and unlimited. Loading and unloading take time according to the mass and the port's capacity, with no queue.
Up next · Logistics
Detection comes in levels: presence, class, composition and cargo. Stealthy ships have a smaller signature and are harder to see.
Up next · Logistics
Post a freight job or take one, and the cargo, the deadline and the collateral go into a contract the game enforces. Jobs show up on a board seen by those in the origin system or a few jumps from it, and offering a job directly is also possible.
Up next · Logistics
Those who need something moved post a request, and carriers offer routes with their capacity, schedule and price per ton. Every booking is a contract the game enforces.
Up next · Logistics
I want an automatic jump route planner, and ships that repeat a run on their own while you are offline.
Testers will play the economy in a universe that will be wiped afterwards. Free accounts and premium already exist at this stage, but the token does not. I will tune the game's balance based on how they play.
On the horizon · Community
The first playable universe opens for testing. Everything built there is wiped before the permanent universe begins.
On the horizon · Monetization
Card and Pix, Brazil's instant payment system, are decided. I have not decided yet who processes payments, how renewal works and how prices fit each region.
On the horizon · Interface
Soon after the first playable part, you will be able to pull any panel out into its own window and spread your screen across several monitors.
On the horizon · Industry
At first, workers live in their own base. Later, bases on the same planet will be able to rent housing to each other.
On the horizon · Community
I still have to decide who moderates chat and behavior, and the rules for names, logos and texts made by players.
On the horizon · Platform
I still have to write what the terms say about virtual goods, the token and the ban on trading for real money. I also have to set out how personal data is handled, following laws such as Brazil's LGPD and Europe's GDPR.
On the horizon · Platform
Secret data, such as deposits and private intelligence, is open to only one or two people, and every access is logged. Whoever has that access does not play in the official universe.
On the horizon · Community
I still have to decide where testers report problems and how to reward whoever finds and reports an exploit, a flaw that gives an unfair advantage.
On the horizon · Infrastructure
Before the universe holds anything of value, everything will have a backup outside the game's server. That way, what you build is not lost if the machine fails.
Players found nations, choose a regime and write laws the game enforces by itself. Nations also issue the only kind of money there is.
On the horizon · Politics
It takes a group of founding companies and control of at least one system. The nation is the one in charge of territory, laws and taxes. Founding a nation and holding office require premium.
On the horizon · Politics
Citizenship is optional, and each company can hold at most one. The nation decides by law whether admission is open, by approval or closed, and a new citizen waits 14 to 30 days before voting. Companies on a free account can vote, unless the constitution limits the vote to premium.
On the horizon · Politics
The default is a republic with three elected powers that depend on each other, and seats in proportion to citizen companies. There are also absolute and parliamentary monarchy, dictatorship, corporatocracy, direct democracy, oligarchic council and military junta, each with its own power structure.
On the horizon · Politics
Each regime sets what a vote weighs, such as one company, one vote in republics, or the size of the contribution in a corporatocracy. Terms last somewhere between 7 and 90 days, as the constitution sets, with impeachment and an optional no-confidence vote. Citizens vote in secret, and votes cast in office are public.
On the horizon · Politics
An amendment needs a qualified majority and a long deadline, and an ordinary law follows the regime's own procedure. A decree takes effect at once, but it is limited to the executive's powers and can be overturned.
On the horizon · Politics
Every proposal has its discussion, history, deadline and official notices inside the game.
On the horizon · Politics
Territory is held by structures in each system, which can be attacked and taken. Their upkeep is paid in goods and fuel and grows with the number of systems and the distance from the capital. They are the only borders on the map, and the core stays neutral forever.
On the horizon · Politics
Rulers build laws from a catalog, and the game applies them by itself: taxes, tariffs, embargoes, licenses, bans and access rules. An economic law can treat citizens, foreigners, specific nations and sanctioned companies differently, always with prior notice. Tariffs and embargoes look at the trader's citizenship, the place and the border, never at where the goods were made.
On the horizon · Politics
Economic laws apply at exchanges, stations and bases. Ship-to-ship deals in open space escape them, so smuggling exists and is fought with ships and defenses. There is no toll just for passing through: a nation that wants to block transit uses access laws, backed by its defenses.
On the horizon · Politics
Laws that hurt residents only take effect after a minimum notice. Orders already running keep the old rule, and residents can pack their base into a moving kit in the meantime.
On the horizon · Economy
There is no universal currency. A currency is worth something because the nation's taxes and tariffs can only be paid in it, and backing is optional. Who issues it depends on the regime, and changing the issuer takes an amendment or a revolution.
On the horizon · Economy
The issuer can create money freely, and the law can set a ceiling, a fixed supply or a required vote. New money is born in the treasury and enters the economy through the nation's spending, payments and loans.
On the horizon · Economy
Currencies are traded on exchanges, in pairs: one currency against another is just one more order book. Profiting from price gaps between trade hubs is part of the game.
On the horizon · Politics
Inside its territory, the nation sells, rents or grants land. In unclaimed space, whoever arrives first takes it.
On the horizon · Economy
Nations build exchanges and stations without needing premium, but they pay a heavy upkeep in goods.
On the horizon · Politics
Courts judge contract disputes, crimes, constitutionality and impeachment, and the game keeps the record of crimes and bounties. The code of the territory applies, and each nation also judges its own citizens wherever they are. Treaties can recognize other nations' warrants.
On the horizon · Politics
A regime changes by amendment or by revolution, which needs enough citizen companies to join in and control of the capital for a set number of hours. Every constitution has a line of succession, and an inactive ruler loses office automatically.
On the horizon · Politics
Every nation has a capital, and taking it brings the government down. In peacetime it can be moved.
On the horizon · Politics
Nations court newcomers in a showcase in the core, with data side by side to compare. The welcome package is a contract paid in installments while the company stays a citizen and active.
On the horizon · Politics
Treaties are game contracts backed by collateral. Economic clauses carry themselves out, and whoever breaks a security clause loses the collateral and has it on the public record.
On the horizon · Interface
I want a panel with the laws in force where you are, a warning before you commit a crime, and laws taken into account by the route planner and when you choose where to settle.
PvP applies everywhere, except for those who just arrived. Battles last hours and your fleet follows the rules you set, even while you are offline. Formal war is between nations, with public demands, allies and a negotiated peace.
On the horizon · Military
Both nations and companies can have military forces, and PvP applies everywhere outside newcomer protection.
On the horizon · Military
Any combat module makes a ship military. Modules can only be swapped at a shipyard, and military ship kits in transit count as military too.
On the horizon · Military
Every fleet has a posture for each kind of relation, such as allies, neutrals or enemies. A battle starts from those rules and works even when everyone involved is offline.
On the horizon · Military
Fights are long, with reinforcements and retreats along the way, and luck matters: a smaller fleet can win. While you are offline, your fleet follows the standing orders you left.
On the horizon · Military
Weapons deal energy, kinetic or explosive damage, and each type fares differently against shields, armor, hull and point defense. How a fleet is fitted depends on whom it expects to face.
On the horizon · Military
Battles are fought across two or three range bands, from long to close, and where each fleet stands among them changes the fight.
On the horizon · Military
Only light hulls may enter the core armed, and every attack there needs a visible preparation round before the first shot.
On the horizon · Military
Only nations build automatic defenses, and they are what enforces security laws. A law is only as strong as the defense behind it. Companies defend themselves with ships.
On the horizon · Military
Structures fall in phases (shield, armor and core), each followed by a reinforcement timer. The defender always gets a chance to respond.
On the horizon · Politics
Only nations declare formal war, and it is always public. Attacking without a declaration is possible and can even take territory, but it is recorded as a crime and gives no right to demand anything. The victim can declare its war goals at once, and the aggressor only ends the war by accepting them.
On the horizon · Politics
A formal war starts with published demands and a deadline, such as 48 hours. The target can accept, give up part, make counter-demands or call its allies, and other nations take sides. If nobody backs down, the war begins.
On the horizon · Military
A war is fought by allied nations, nations that took a side, companies hired as mercenaries or privateers, and citizen companies, which stand with their nation automatically.
On the horizon · Politics
Demands come from a catalog: territory and capital, regime change or a puppet government, tribute and reparations, open markets, an end to an embargo, demilitarization and more. Declaring them costs nothing, and the limit is winning.
On the horizon · Politics
Each side has a war support meter that moves with losses, occupation, blockades, goals taken and how long the war lasts. Peace is negotiated, and a side whose support hits zero surrenders and hands over every goal. A mandatory truce follows, such as 30 days, and attacking during it counts as undeclared aggression.
On the horizon · Military
Private bases stay with their companies. The new nation applies its laws and may tax, expel or expropriate.
On the horizon · Politics
Taking the capital in a declared war lets the winner decide the fate of the defeated. It can annex systems, install puppet rulers, demand periodic tribute or a one-time reparation.
On the horizon · Economy
A conquered nation's currency is converted by the winner, with a floor equal to what the captured treasury covers. A nation that ends without a conqueror pays its treasury out to the holders, and then its currency ceases to exist.
On the horizon · Politics
A nation that loses all its territory becomes a government in exile for 30 to 90 days. If it does not win anything back in that time, it is dissolved.
On the horizon · Military
A destroyed ship leaves wreckage that can be salvaged.
On the horizon · Military
I have decided that a jump ends outside the gravity well, so a ship is exposed while it flies in to a station. I have not decided yet where else ships can be intercepted, whether a jump leaves a trail, or how surrender and ransom work.
On the horizon · Military
I still have to decide how ammunition, resupply in the field and repair of battle damage work.
On the horizon · Military
I want spying from a distance, sensor data shared with allies and warnings of hostile fleets on their way. The details are not decided yet.
Research produces blueprints that belong to you. You can keep them secret or license them, known recipes get better versions and each nation protects patents under its own law.
On the horizon · Industry
Research moves forward with guaranteed progress and a chance of extra discoveries along the way. The result is a blueprint: you keep the original secret and sell licensed copies.
On the horizon · Universe
The settled frontier spreads out from the core in a slow wave, driven by drive range, research and fuel. The richest and most dangerous space lies toward the center of the galaxy.
On the horizon · Industry
Advanced recipes and more efficient versions unlock through research, a blueprint or a license. Items stay standardized, and only higher-technology items stand apart.
On the horizon · Industry
Robots come from research and replace basic workers in some buildings. In return, they cost a lot in parts, upkeep and energy.
On the horizon · Politics
Each nation's law sets the fee and term of patents, within a cap set by the game. By treaty, a nation can recognize other nations' patents.
On the horizon · Economy
I have decided that a licensed copy is a right registered by contract, with an entry fee, a royalty per unit, a term, a cap and a region. I have not decided yet what happens to the patents and licenses of a company or nation that ceases to exist.
On the horizon · Logistics
I want an editor where you design hulls and module layouts as blueprints you can test, keep or sell.
On the horizon · Military
Military technology has a few tiers, each giving less than the last, plus specialized variants that can be patented. A technological edge helps, but it does not decide everything on its own.
Everything together for the first time: economy, nations and basic war in the same test universe, with many people at once. It will be wiped too before anything counts.
On the horizon · Community
Economy, nations and basic war tested together, still without the token. At the end, everything is wiped once more.
On the horizon · Platform
It will be required for valuable actions, such as moving tokens, transferring large assets, changing your email or closing your company, and it will be ready before real value starts to move. Sign-in will also accept authenticator app codes, passkeys and signing in with Google, Discord or Steam. Account recovery always goes through your verified email.
On the horizon · Platform
Free accounts and premium have the same limits on how fast you can act, and official automation is generous so nobody needs a bot. Suspicious patterns are detected, with gradual penalties. Selling game items for real money is forbidden, and the token is the only legal bridge between the two.
On the horizon · Platform
I still have to decide how you get help and how a company is restored if its account is hacked.
On the horizon · Economy
Upkeep, wear and fees take money and goods out of circulation, and that is what keeps the economy alive. I have not decided yet how to tune them or whether the game will publish the balance of what is created and destroyed.
The permanent universe begins from scratch, with nothing carried over from alpha and beta, and it will never be reset. Economy, nations and war are ready on day one.
On the horizon · Universe
Launch only happens once the economy, nations and basic war have been proven in alpha and beta. The universe starts from scratch and, from then on, it is permanent.
On the horizon · Universe
From the Big Bang on, stars, planets and their environments are fixed. Anything new is added on top without rewriting what exists, and the rules for deposits can only change where nobody has prospected yet.
On the horizon · Monetization
1,000 tokens are worth 30 days of premium, and activating always costs exactly that. Tokens are whole units, tradeable in any amount, and can price even cheap goods. Bigger packs are only cheaper when bought with real money.
On the horizon · Monetization
A token bought with real money can be activated at once, but it can only be traded after 7 days. New accounts have a purchase limit, and valuable actions require two-step verification.
On the horizon · Community
Everyone who had premium before the Big Bang names a star system of their choice and is thanked in the credits.
On the horizon · Infrastructure
The launch is being prepared for about 5,000 players online at once and around 50,000 active accounts. Before opening, I want to be sure the game can handle three times that.
On the horizon · Monetization
I have not decided yet which cosmetics make sense in a game of panels or whether they can be resold.
On the horizon · Platform
From the official site, with automatic updates and payment by card or Pix, Brazil's instant payment system. Close to launch, on Steam too.
On the horizon · Community
If that happens, I will give at least 6 months' notice, stop sales and give proportional refunds. I will also publish a final archive, with the server and its data, so the community can keep the game running.
What comes after launch and is already on my list: shortcuts across the galaxy, unions of nations, tools for those who build on top of the game and more to do in the universe.
On the horizon · Logistics
Further ahead, portals could shorten distances across the galaxy, as a step beyond jumps.
On the horizon · Politics
Unions of nations that share rules or even a currency, and empires built from conquest, puppet governments and tribute.
On the horizon · Platform
Today Windows and macOS ask you to confirm the first time you open the game, and the site explains what to do. I want that warning to go away.
On the horizon · Platform
Spreadsheets, Discord bots and community sites will be able to read game data, only with your permission. Each tool sees only what you see in the game and cannot act on your behalf.
On the horizon · Community
I will publish the game's fixed data, such as items, recipes, buildings and environments, for people who make tools. Player blueprints, patents and unannounced changes stay out.
On the horizon · Interface
I want you to be able to keep an eye on your company from your phone, beyond the alerts.
On the horizon · Economy
Player-run banks, tradeable bonds and insurance with no NPC behind it.
On the horizon · Industry
Long-term builds that take many companies and a long time to finish.
On the horizon · Military
Ground forces and taking planets, beyond fighting in space.
On the horizon · Universe
I am still working out what there is to discover in a universe without NPCs. The idea is that exploration data can be sold and that whoever gets there first gets the credit.
On the horizon · Community
Community goals created by nations and companies, with rewards they pay for, and a way for players to speak to me through representatives.
On the horizon · Interface
I want to add languages beyond English and Portuguese, in the app and in the public channels. I have not decided which ones or how yet.
With every new version I come back and update this page: things move from Up next to In progress and then to Shipped. When I change my mind about something, it changes here too. Whatever is marked Still thinking is something I have not decided yet.
The foundation is already live, and I am building the rest in the open, in front of whoever plays. Download the current version →