A galaxy that is a function, not a map
Milky-Way scale, generated from a single seed. Nothing is stored until a player touches it, so the universe costs nothing and can never be exhausted or fully charted.
A space exploration and exploitation MMO. Settle it, supply it, defend it — and pay for the privilege, because safety out here is a service with a price.
This wiki is the complete design and technical plan. Nothing is implemented yet.
| If you want | Read |
|---|---|
| The whole game in fifteen minutes | Overview |
| The one system everything else hangs off | Security & Sovereignty |
| Why distance is the whole design | Travel |
| What you build, and who runs a system | Colonies |
| How you get the raw materials | Gathering |
| How a character grows, forever | Skills |
| Who you do all this with | Corporations |
| What players actually trade and burn | Economy |
| How fights are resolved while you sleep | Combat |
| How it is built, and how it reaches millions | Architecture |
| What gets built, in what order, and why that order | Roadmap |
The Decisions section records the load-bearing technical calls with their rejected alternatives, so nobody re-litigates them in four months. Research holds the evidence behind them.
Four acts. Each adds a layer without removing the last — you are still a pilot when you are a sovereign.
Progression is horizontal. A veteran has more reach, more options and better information — not bigger numbers. That is what keeps an eternal universe joinable in year five.
The signature mechanic, in one picture. Nobody at a keyboard decides where the frontier is; the economy does.
The lapse flag is the hinge: an overextended empire advertises its own weakness, generating a live target list for every raider in the game. No one has to author that content. The collapse is a cascade rather than a drift, because every subscriber who leaves raises the bill for everyone still paying — a region past its tipping point empties itself.
| Loop | Cadence | What you do |
|---|---|---|
| Check-in | 2–5 min, several times a day | Read reports, re-queue production, dispatch a run |
| Operation | 30–60 min, a few times a week | Scout, haul, raid, set up a site, work the market |
| Campaign | Weekly | Alliance ops, frontier pushes, wars, big builds |
| Era | Monthly+ | Galaxy menaces, shifting borders, the rise and fall of regions |
The check-in loop is the product. If it is not satisfying on a phone in a lift, nothing else matters.
| Phase | 0 — planning. No application code exists. |
| Decided | World model, stakes, player arc, travel, gathering, skills, colonies and the tax engine, economy shape, one account = one character, full technical stack |
| Open | Balance constants, server runtime (Bun vs Node), a handful of system-level questions listed at the foot of each page |
| Next | The balance simulator, then Phase 1 foundations |
Every page ends with its own Open questions list. Those lists are the agenda.