Devlog 4 : Three Years of Solo Development: Where the Game Is Now
[p]What is the game about?[/p][p]In very short terms, I draw inspiration from the games that influenced me the most: FTL, RimWorld, Dwarf Fortress, and Sid Meier’s Pirates![/p][p]The core idea is this:[/p][p]You start by generating a galaxy with its own history — civilizations, states, factions, conflicts. Then you choose a scenario (for example, delivering cargo across the galaxy), build a spaceship (either manually from parts or randomly), generate a crew (RimWorld-style), and head into space.[/p][p]From there:[/p]![]()
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How it started vs where it ended up[/p][p]Originally, I just wanted to make a small space flying game in a couple of evenings, using AI-generated art.[/p][p]Then I thought:[/p]![]()
Scenarios[/p]
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[/p][p]I think that’s everything — hopefully I didn’t forget anything[/p][p]
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[/p][p][dynamiclink][/dynamiclink][/p][p]That’s all for now.
Thanks for reading![/p]
- [p]You can travel through space[/p]
- [p]Land on planets[/p]
- [p]Fight ship-to-ship battles[/p]
- [p]Trade[/p]
- [p]Manage your crew (food, clothes, medical care, salaries — or they might revolt)[/p]
- [p]“What if it’s like FTL, but with physics-based space flight?”[/p]
- [p]Then I didn’t like the visuals and redid the graphics[/p]
- [p]Some assets I drew myself, some I bought[/p]
- [p]Then I saw a cool mechanic somewhere and thought: “I want this in my game”[/p]
What’s already implemented
[p]I’ll try to list everything without forgetting anything[/p]Galaxy & World Generation
- [p]A galaxy is procedurally generated using configurable parameters[/p]
- [p]The galaxy consists of sectors connected by major hyperspace routes[/p]
- [p]Each sector contains star systems[/p]
- [p]Each star has parameters:[/p]
- [p]Mass[/p]
- [p]Luminosity[/p]
- [p]Energy output[/p]
- [p]Star type[/p]
- [p]Planets orbit stars, each with their own parameters[/p]
- [p]Asteroid belts and other space objects can appear in systems[/p][p]
Historical Simulation[/p][p]After world generation, a historical simulation runs:[/p]
- [p]Hundreds of years are fast-forwarded[/p]
- [p]Civilizations rise and fall[/p]
- [p]Fleets are built and destroyed[/p]
- [p]Factions fight over sectors[/p]
- [p]Settlements are founded and abandoned[/p]
- [p]If a battle happened long ago in a system, you might find fleet wreckage[/p]
- [p]If a settlement once existed, you may discover ruins on the planet[/p]
[/p][p]Ship & Crew[/p]
- [p]You create a ship manually from parts or generate one randomly[/p]
- [p]Crew members are procedurally generated (RimWorld-style)[/p]
- [p]Each crew member has strengths, weaknesses, and skills[/p]
- [p]Currently only one scenario is playable: Free Play[/p]
- [p]More are planned[/p]
Space Gameplay
- [p]Full freedom of movement in space[/p]
- [p]Sector map with star system travel[/p]
- [p]Hyperspace gates allow travel between sectors[/p]
- [p]Galaxy map shows which factions control which sectors[/p]
- [p]Friendly and hostile factions exist[/p]
- [p]Hostile ships can attack[/p]
- [p]Ships can be equipped with weapons and shields[/p]
- [p]Resources can be mined in asteroid belts[/p]
Planetary Gameplay
- [p]You can land on planets[/p]
- [p]When landing, a schematic planetary map is shown where you choose a landing zone[/p]
- [p]Planet parameters affect surface generation[/p]
- [p]Each planet has:[/p]
- [p]Its own atmosphere[/p]
- [p]Its own day/night cycle (not Earth-like)[/p]
- [p]Unique atmospheric color affecting ambient lighting[/p]
- [p]Vegetation and animals exist[/p]
- [p]Large objects cast shadows depending on the planet’s time of day[/p]
- [p]Plants grow and wither over time (visible when speeding up time)[/p]
- [p]Animals can behave aggressively[/p]
Base Building & Characters
- [p]You can build on planets:[/p]
- [p]Place furniture[/p]
- [p]Designate storage zones[/p]
- [p]Place machines and craft items[/p]
- [p]Characters can wear clothing and spacesuits[/p]
- [p]Characters can carry weapons and use them[/p]
- [p]Characters must eat and sleep to avoid death or mental breakdowns[/p]
- [p]Performing actions improves character skills[/p][p][/p]
Environment Systems
- [p]Heat and toxicity simulation works on planetary surfaces[/p]
- [p]Objects, plants, animals, and characters can catch fire if overheated[/p]
- [p]Example: lava as a heat source[/p]
Plans Going Forward
[p]Right now I’m finishing a mood and mental state system, so world events affect characters more deeply.[/p][p]After that:[/p]- [p]Planetary resource extraction[/p]
- [p]Trading[/p]
- [p]Technology tree / progression system[/p]
- [p]Playtesting throughout the process[/p]
Support the Project
[p]If the game sounds interesting to you, please consider adding it to your Steam wishlist — it helps more than you might think.[/p][p][dynamiclink][/dynamiclink][/p][p]That’s all for now.
Thanks for reading![/p]



Atmospheric Color