Roadmap

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.

  • Shipped 10
  • In progress 3
  • Up next 91
  • On the horizon 88
  • Still thinking26 · things I have not decided yet

Updated on October 9, 2026

00 · Foundation

In progress · 9 items

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.

  1. 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.

  2. Shipped · Platform

    Your account is protected

    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.

  3. Shipped · Platform

    The desktop app

    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.

  4. Shipped · Platform

    Everyone on the same version

    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.

  5. Shipped · Infrastructure

    One server for the whole world

    The game's server is already online. Everyone will play in the same universe, with no regional servers and no parallel worlds.

  6. Shipped · Platform

    Downloads from the site

    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.

  7. Shipped · Interface

    English and Portuguese

    The game has two languages from the start, in the app, the emails and the site. Every new screen ships in both.

  8. Being built now · Platform

    First version to download

    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.

01 · Designing the game

You are here · In progress · 4 items

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.

  1. Shipped · Community

    The game's website

    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.

  2. Shipped · Community

    This roadmap

    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.

  3. Being built now · Interface

    Hologram look

    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.

  4. Being built now · Economy

    The first playable part

    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.

02 · Command deck

Up next · 10 items

You never fly anything. You run a company from panels, on a screen that can be dense for veterans and simple for newcomers.

  1. Up next · Interface

    Panel screen

    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.

  2. Up next · Interface

    Ctrl+K and short codes

    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.

  3. Up next · Interface

    Density to taste

    The screen can be comfortable for newcomers or compact for those who know the game. The overall size also adjusts in three steps.

  4. Up next · Interface

    Live numbers

    Stocks, balances and timers keep moving on screen all the time, without waiting for anything to refresh. Every forecast is marked as an estimate.

  5. Up next · Interface

    The math behind every number

    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.

  6. Up next · Interface

    Confirmation only when it matters

    Costly actions only ask for confirmation above a limit, by value or by distance from the reference price. You set those limits.

  7. Up next · Interface

    Alerts wherever you are

    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.

  8. Up next · Interface

    Automatic rules

    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.

  9. Up next · Interface

    In-game encyclopedia

    Every item, building, recipe and rule will have an explanation inside the app, linked from wherever it shows up.

    Still thinking

  10. Up next · Interface

    Accessibility

    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.

03 · The galaxy

Up next · 12 items

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.

  1. Up next · Universe

    The size of the Milky Way

    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.

  2. Up next · Universe

    Stars as they are

    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.

  3. Up next · Universe

    Real physics, few exceptions

    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.

  4. Up next · Universe

    Planets with real environments

    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.

  5. Up next · Universe

    3D star map

    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.

  6. Up next · Universe

    Systems with places

    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.

  7. Up next · Platform

    Continuous time

    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.

  8. Up next · Platform

    Two clocks

    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.

  9. Up next · Platform

    Real fog of war

    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.

  10. Up next · Platform

    Ping does not matter

    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.

  11. Up next · Universe

    News travels at the speed of jumps

    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.

  12. Up next · Universe

    Natural phenomena

    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.

04 · Your company in the core

Up next · 12 items

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.

  1. Up next · Players

    One company per person

    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.

  2. Up next · Players

    Company identity

    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.

  3. Up next · Players

    Only you run your company

    There are no delegated managers. Working with other players happens through contracts and nations.

  4. Up next · Universe

    The neutral core

    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.

  5. Up next · Universe

    The ark

    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.

  6. Up next · Players

    The settler's quota

    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.

  7. Up next · Industry

    A base that feeds itself

    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.

  8. Up next · Players

    Three months in the core

    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.

  9. Up next · Players

    Newcomer protection

    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.

  10. Up next · Players

    Starting over

    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.

  11. Up next · Players

    Vacation for your headquarters

    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.

  12. Up next · Players

    Learning without NPCs

    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.

05 · Industry

Up next · 19 items

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.

  1. Up next · Industry

    Bases on planets, moons and in orbit

    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.

  2. Up next · Industry

    Base licenses

    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.

  3. Up next · Industry

    Land is scarce

    Every planet has a limited area, set by its size and relief. In unclaimed space, whoever arrives first takes it.

  4. Up next · Industry

    Prospecting in levels

    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.

  5. Up next · Industry

    Extraction that never runs out

    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.

  6. Up next · Industry

    Shared pools and concessions

    Every deposit has a low-yield common pool open to everyone. Rich deposits become exclusive concessions, and whoever leaves one idle loses it.

  7. Up next · Industry

    Hostile worlds pay more

    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.

  8. Up next · Industry

    Flows and batches

    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.

  9. Up next · Industry

    Construction sites

    Building takes time on an open site. Anyone can deliver materials under contract, and the work stays vulnerable until it is finished.

  10. Up next · Industry

    Realistic production chains

    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.

  11. Up next · Industry

    The maker's mark

    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.

  12. Up next · Industry

    Nobody does it all alone

    Basic materials are close at hand everywhere. Intermediate and advanced goods need inputs from three or more different environments.

  13. Up next · Industry

    Workers in tiers

    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.

  14. Up next · Industry

    Needs with substitutes

    Food, water, clothing, health and comfort are categories, and any product in the category will do. Variety earns a bonus.

  15. Up next · Industry

    Running out has consequences

    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.

  16. Up next · Industry

    Wear and maintenance

    Buildings, structures and ships wear out, and upkeep is paid with goods that get used up. That keeps factories busy for good.

  17. Up next · Industry

    Growing costs more

    Every extra base, colony or production line adds an administrative cost that grows faster than the company.

  18. Up next · Interface

    Production planner

    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.

  19. Up next · Industry

    Energy and byproducts

    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.

06 · Trade

Up next · 19 items

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.

  1. Up next · Economy

    The game is only the referee

    The game matches orders, carries out contracts, applies laws and keeps records. It never buys, sells, stores anyone's goods, carries, lends or defends.

  2. Up next · Economy

    Wallet and ledger

    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.

  3. Up next · Economy

    Offer board

    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.

  4. Up next · Economy

    Player-built exchanges

    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.

  5. Up next · Economy

    Anonymous order book

    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.

  6. Up next · Economy

    Order types

    You can place limit orders with an expiry, protected market orders, automatic replenishment, stop orders and conditional orders.

  7. Up next · Economy

    Buy from afar, sell on the spot

    You can buy from any exchange you can see, and the goods wait in its warehouse. To sell, the goods must already be there.

  8. Up next · Economy

    Trade in the core

    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.

  9. Up next · Economy

    Reference price

    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.

  10. Up next · Economy

    Contracts with collateral

    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.

  11. Up next · Economy

    Ready-made contracts

    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.

  12. Up next · Economy

    An arbitrator of your choice

    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.

  13. Up next · Economy

    Debts are not forgotten

    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.

  14. Up next · Economy

    Bases and ships change hands

    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.

  15. Up next · Economy

    Gifts with no limit

    Money, tokens and goods can be given to anyone, with no ceiling. Every gift is recorded.

  16. Up next · Economy

    Verified balance sheet

    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.

  17. Up next · Economy

    Scams count, screens never lie

    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.

  18. Up next · Interface

    Market charts and history

    I have not decided yet how detailed the market charts will be or how long price history is kept.

    Still thinking

  19. Up next · Economy

    Market rules

    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.

07 · Ships and logistics

Up next · 12 items

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.

  1. Up next · Logistics

    Modular ships

    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.

  2. Up next · Logistics

    Shipyards by size

    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.

  3. Up next · Logistics

    Crew and life support

    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.

  4. Up next · Logistics

    Cargo by mass and volume

    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.

  5. Up next · Logistics

    Two fuels

    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.

  6. Up next · Logistics

    Jumps in three phases

    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.

  7. Up next · Logistics

    Gravity has a price

    Going up from a surface and back down costs propellant and time according to gravity and atmosphere. Launchers and space elevators lower that cost.

  8. Up next · Logistics

    Ports with rules

    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.

  9. Up next · Logistics

    Sensors and signatures

    Detection comes in levels: presence, class, composition and cargo. Stealthy ships have a smaller signature and are harder to see.

  10. Up next · Logistics

    Freight between players

    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.

  11. Up next · Logistics

    Shipping lines

    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.

  12. Up next · Logistics

    Routes and repeat runs

    I want an automatic jump route planner, and ships that repeat a run on their own while you are offline.

    Still thinking

08 · Community and premium

Up next · 7 items

This phase brings chat between players, reputation and the rules for free accounts and premium. A free account is permanent and lets you try everything. Premium is for those who want to grow bigger. After launch, you will also be able to get premium inside the game, through the premium token that players trade.

  1. Up next · Community

    Groups, messages and channels

    Groups and private messages, moderated public channels for each language and mail without attachments.

  2. Up next · Community

    News and player press

    An automatic news feed that respects the fog of war, and newspapers written by players, with paid subscriptions. Moderation works by report.

  3. Up next · Players

    Reputation as a record

    There is no single score. There is a public history of facts, such as contracts kept or broken, that anyone can read and judge.

  4. Up next · Platform

    Against multiple accounts

    Linked accounts are detected by device, network and payment, and a person reviews every case before any punishment. For now, there is no SMS check.

  5. Up next · Monetization

    Free forever

    A free account has no time limit and lets you do a bit of everything, with tight limits: at most 3 bases and 2 to 3 open contracts on the offer board. New accounts get no premium trial. Premium comes from buying it, from the token or as a gift from a nation or another player.

  6. Up next · Monetization

    What premium adds

    More bases, production lines, orders and contracts, plus automation and interface comfort. Building your own exchange or station, founding a nation and holding office require premium. There is a single plan, in blocks of 30, 90 or 365 days.

  7. Up next · Monetization

    Expired premium freezes

    When premium runs out, whatever goes beyond the free account's limits freezes until you renew. Nothing is destroyed, and other players can still cancel their orders and collect their goods.

09 · Alpha

On the horizon · 10 items

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.

  1. On the horizon · Community

    An alpha that gets wiped

    The first playable universe opens for testing. Everything built there is wiped before the permanent universe begins.

  2. On the horizon · Monetization

    Free and premium, no token yet

    Alpha and beta already have both tiers, but no tradeable token. Those who back the game with premium before the Big Bang earn a reward that survives every wipe.

  3. On the horizon · Monetization

    Paying for premium

    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.

    Still thinking

  4. On the horizon · Interface

    Panels in their own windows

    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.

  5. On the horizon · Industry

    Renting out housing

    At first, workers live in their own base. Later, bases on the same planet will be able to rent housing to each other.

  6. On the horizon · Community

    Moderation and content rules

    I still have to decide who moderates chat and behavior, and the rules for names, logos and texts made by players.

    Still thinking

  7. On the horizon · Platform

    Terms of use and privacy

    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.

    Still thinking

  8. On the horizon · Platform

    Secrets stay secret

    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.

  9. On the horizon · Community

    Feedback, bugs and exploits

    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.

    Still thinking

  10. On the horizon · Infrastructure

    Backups

    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.

10 · Nations and politics

On the horizon · 21 items

Players found nations, choose a regime and write laws the game enforces by itself. Nations also issue the only kind of money there is.

  1. On the horizon · Politics

    Founding a nation

    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.

  2. On the horizon · Politics

    Citizenship

    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.

  3. On the horizon · Politics

    Types of regime

    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.

  4. On the horizon · Politics

    Votes and terms of office

    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.

  5. On the horizon · Politics

    Amendments, laws and decrees

    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.

  6. On the horizon · Politics

    Proposals with debate

    Every proposal has its discussion, history, deadline and official notices inside the game.

  7. On the horizon · Politics

    Territory through structures

    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.

  8. On the horizon · Politics

    Law catalog

    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.

  9. On the horizon · Politics

    Where the law reaches

    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.

  10. On the horizon · Politics

    Fair warning for residents

    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.

  11. On the horizon · Economy

    Money comes only from nations

    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.

  12. On the horizon · Economy

    Treasury and issuing money

    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.

  13. On the horizon · Economy

    Currency exchange

    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.

  14. On the horizon · Politics

    National land

    Inside its territory, the nation sells, rents or grants land. In unclaimed space, whoever arrives first takes it.

  15. On the horizon · Economy

    National exchanges and stations

    Nations build exchanges and stations without needing premium, but they pay a heavy upkeep in goods.

  16. On the horizon · Politics

    Courts, crimes and bounties

    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.

  17. On the horizon · Politics

    Amendment or revolution

    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.

  18. On the horizon · Politics

    The capital

    Every nation has a capital, and taking it brings the government down. In peacetime it can be moved.

  19. On the horizon · Politics

    Welcome packages

    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.

  20. On the horizon · Politics

    Treaties

    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.

  21. On the horizon · Interface

    What applies here

    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.

    Still thinking

11 · War

On the horizon · 22 items

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.

  1. On the horizon · Military

    Fleets for nations and companies

    Both nations and companies can have military forces, and PvP applies everywhere outside newcomer protection.

  2. On the horizon · Military

    What makes a ship 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.

  3. On the horizon · Military

    Rules of engagement

    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.

  4. On the horizon · Military

    Battles in 15-minute rounds

    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.

  5. On the horizon · Military

    Damage and protection

    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.

  6. On the horizon · Military

    Range bands

    Battles are fought across two or three range bands, from long to close, and where each fleet stands among them changes the fight.

  7. On the horizon · Military

    Weapons in the core

    Only light hulls may enter the core armed, and every attack there needs a visible preparation round before the first shot.

  8. On the horizon · Military

    Automatic defenses

    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.

  9. On the horizon · Military

    Sieges in phases

    Structures fall in phases (shield, armor and core), each followed by a reinforcement timer. The defender always gets a chance to respond.

  10. On the horizon · Politics

    Declared war and open attack

    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.

  11. On the horizon · Politics

    The diplomatic play

    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.

  12. On the horizon · Military

    Who fights a war

    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.

  13. On the horizon · Politics

    War goals

    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.

  14. On the horizon · Politics

    War support, peace and truce

    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.

  15. On the horizon · Military

    Conquering systems

    Private bases stay with their companies. The new nation applies its laws and may tax, expel or expropriate.

  16. On the horizon · Politics

    The winner decides

    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.

  17. On the horizon · Economy

    What happens to the money

    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.

  18. On the horizon · Politics

    Government in exile

    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.

  19. On the horizon · Military

    Wrecks

    A destroyed ship leaves wreckage that can be salvaged.

  20. On the horizon · Military

    Piracy and interception

    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.

    Still thinking

  21. On the horizon · Military

    War logistics

    I still have to decide how ammunition, resupply in the field and repair of battle damage work.

    Still thinking

  22. On the horizon · Military

    Intelligence and early warning

    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.

    Still thinking

12 · Research and technology

On the horizon · 8 items

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.

  1. On the horizon · Industry

    Research produces blueprints

    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.

  2. On the horizon · Universe

    The frontier moves with technology

    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.

  3. On the horizon · Industry

    Advanced recipes

    Advanced recipes and more efficient versions unlock through research, a blueprint or a license. Items stay standardized, and only higher-technology items stand apart.

  4. On the horizon · Industry

    Robots

    Robots come from research and replace basic workers in some buildings. In return, they cost a lot in parts, upkeep and energy.

  5. On the horizon · Politics

    National patents

    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.

  6. On the horizon · Economy

    Licenses and royalties

    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.

    Still thinking

  7. On the horizon · Logistics

    Ship design editor

    I want an editor where you design hulls and module layouts as blueprints you can test, keep or sell.

    Still thinking

  8. On the horizon · Military

    Military technology

    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.

13 · Beta

On the horizon · 5 items

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.

  1. On the horizon · Community

    Beta with everything

    Economy, nations and basic war tested together, still without the token. At the end, everything is wiped once more.

  2. On the horizon · Platform

    Two-step verification

    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.

  3. On the horizon · Platform

    Bots and real-money trading

    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.

  4. On the horizon · Platform

    Support and account recovery

    I still have to decide how you get help and how a company is restored if its account is hacked.

    Still thinking

  5. On the horizon · Economy

    Balancing the 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.

    Still thinking

14 · Big Bang

On the horizon · 10 items

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.

  1. On the horizon · Universe

    A universe that never resets

    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.

  2. On the horizon · Universe

    A sky that stays put

    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.

  3. On the horizon · Monetization

    The premium token

    With real money you buy premium directly or buy tokens. A token trades on any exchange or contract, for currency or goods, or turns into premium. It is kept in your account, cannot be stolen or destroyed, needs no transport and buys only premium and cosmetics.

  4. On the horizon · Monetization

    Tokens in round numbers

    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.

  5. On the horizon · Monetization

    Token safeguards

    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.

  6. On the horizon · Community

    Founders' stars

    Everyone who had premium before the Big Bang names a star system of their choice and is thanked in the credits.

  7. On the horizon · Infrastructure

    Ready for a crowd

    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.

  8. On the horizon · Monetization

    Cosmetics

    I have not decided yet which cosmetics make sense in a game of panels or whether they can be resold.

    Still thinking

  9. On the horizon · Platform

    Where to get the game

    From the official site, with automatic updates and payment by card or Pix, Brazil's instant payment system. Close to launch, on Steam too.

  10. On the horizon · Community

    If the project ever ends

    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.

15 · Beyond

On the horizon · 12 items

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.

  1. On the horizon · Logistics

    Portals

    Further ahead, portals could shorten distances across the galaxy, as a step beyond jumps.

    Still thinking

  2. On the horizon · Politics

    Federations and empires

    Unions of nations that share rules or even a currency, and empires built from conquest, puppet governments and tribute.

    Still thinking

  3. On the horizon · Platform

    Installs without warnings

    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.

    Still thinking

  4. On the horizon · Platform

    Access for community tools

    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.

  5. On the horizon · Community

    Official game data

    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.

  6. On the horizon · Interface

    On your phone

    I want you to be able to keep an eye on your company from your phone, beyond the alerts.

    Still thinking

  7. On the horizon · Economy

    Banks, bonds and insurance

    Player-run banks, tradeable bonds and insurance with no NPC behind it.

    Still thinking

  8. On the horizon · Industry

    Megaprojects

    Long-term builds that take many companies and a long time to finish.

    Still thinking

  9. On the horizon · Military

    Planetary invasion

    Ground forces and taking planets, beyond fighting in space.

    Still thinking

  10. On the horizon · Universe

    Exploration and discoveries

    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.

    Still thinking

  11. On the horizon · Community

    Player events and council

    Community goals created by nations and companies, with rewards they pay for, and a way for players to speak to me through representatives.

    Still thinking

  12. On the horizon · Interface

    More languages

    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.

    Still thinking

What never changes

  • One server for the whole world.
  • An eternal universe: it never resets.
  • No NPCs: players run everything.
  • Panels, not cockpits: you never fly anything.
  • Continuous real time: the universe never stops.
  • Only humans, a fictional galaxy, the far future.

How this roadmap changes

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.

Want in now?

The foundation is already live, and I am building the rest in the open, in front of whoever plays. Download the current version →