HomeGamesUpdatesPricingMethodology
Steam News12 January 20265mo ago

Devlog 4 : Three Years of Solo Development: Where the Game Is Now

What is the game about? In very short terms, I draw inspiration from the games that influenced me the most: FTL, RimWorld, Dwarf Fortress, and Sid Meier’s Pirates!

In this update2

Full notes

Full LTA: Light-years! Thrusters! Action! update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions14 changes0 removals
  • Gameplay
  • Maps
changedSome resources only exist in space, others only on planets. For example, you can’t upgrade a ship while in space — you need planetary infrastructure.
changedGalaxy & World GenerationAsteroid belts and other space objects can appear in systems Historical Simulation After world generation, a historical simulation runs: Hundreds of years are fast-forwarded Civilizations rise and fall Fleets are built and destroyed Factions fight over sectors Settlements are founded and abandoned All of this history is stored as data and later affects gameplay. Examples: If a battle happened long ago in a system, you might find fleet wreckage If a settlement once existed, you may discover ruins on the planet For now, this mostly exists as data — but it will increasingly shape environments and encounters. Ship & Crew You create a ship manually from parts or generate one randomly Crew members are procedurally generated (RimWorld-style) Each crew member has strengths, weaknesses, and skills
changedSpace GameplayFull freedom of movement in space
changedSpace GameplaySector map with star system travel
changedSpace GameplayHyperspace gates allow travel between sectors
changedSpace GameplayGalaxy map shows which factions control which sectors

LTA: Light-years! Thrusters! Action! changes

changedSome resources only exist in space, others only on planets. For example, you can’t upgrade a ship while in space — you need planetary infrastructure.
changedAsteroid belts and other space objects can appear in systems Historical Simulation After world generation, a historical simulation runs: Hundreds of years are fast-forwarded Civilizations rise and fall Fleets are built and destroyed Factions fight over sectors Settlements are founded and abandoned All of this history is stored as data and later affects gameplay. Examples: If a battle happened long ago in a system, you might find fleet wreckage If a settlement once existed, you may discover ruins on the planet For now, this mostly exists as data — but it will increasingly shape environments and encounters. Ship & Crew You create a ship manually from parts or generate one randomly Crew members are procedurally generated (RimWorld-style) Each crew member has strengths, weaknesses, and skills
changedFull freedom of movement in space
changedSector map with star system travel
changedHyperspace gates allow travel between sectors

What is the game about?

In very short terms, I draw inspiration from the games that influenced me the most: FTL, RimWorld, Dwarf Fortress, and Sid Meier’s Pirates!

The core idea is this:

You start by generating a galaxy with its own history — civilizations, states, factions, conflicts. Then you choose a scenario (for example, delivering cargo across the galaxy), build a spaceship (either manually from parts or randomly), generate a crew (RimWorld-style), and head into space.

From there:

  • You can travel through space

  • Land on planets

  • Fight ship-to-ship battles

  • Trade

  • Manage your crew (food, clothes, medical care, salaries — or they might revolt)

Some resources only exist in space, others only on planets. For example, you can’t upgrade a ship while in space — you need planetary infrastructure.

Or… you can ignore objectives entirely and just play it as a sandbox.

That’s the concept. I honestly don’t know exactly what it will become in the end — but I have a direction now.

How it started vs where it ended up

Originally, I just wanted to make a small space flying game in a couple of evenings, using AI-generated art.

Then I thought:

  • “What if it’s like FTL, but with physics-based space flight?”

  • Then I didn’t like the visuals and redid the graphics

  • Some assets I drew myself, some I bought

  • Then I saw a cool mechanic somewhere and thought: “I want this in my game”

And so, step by step, the project grew far beyond “just flying and space combat”.

Eventually, a proper game concept emerged, and that’s what I’m building toward now.

What’s already implemented

I’ll try to list everything without forgetting anything

Galaxy & World Generation

  • A galaxy is procedurally generated using configurable parameters

  • The galaxy consists of sectors connected by major hyperspace routes

  • Each sector contains star systems

  • Each star has parameters:

    • Mass

    • Luminosity

    • Energy output

    • Star type

  • Planets orbit stars, each with their own parameters

  • Asteroid belts and other space objects can appear in systems

    Historical Simulation

    After world generation, a historical simulation runs:

    • Hundreds of years are fast-forwarded

    • Civilizations rise and fall

    • Fleets are built and destroyed

    • Factions fight over sectors

    • Settlements are founded and abandoned

    All of this history is stored as data and later affects gameplay.

    Examples:

    • If a battle happened long ago in a system, you might find fleet wreckage

    • If a settlement once existed, you may discover ruins on the planet

    For now, this mostly exists as data — but it will increasingly shape environments and encounters.

    Ship & Crew

    • You create a ship manually from parts or generate one randomly

    • Crew members are procedurally generated (RimWorld-style)

    • Each crew member has strengths, weaknesses, and skills

Scenarios

  • Currently only one scenario is playable: Free Play

  • More are planned

Space Gameplay

  • Full freedom of movement in space

  • Sector map with star system travel

  • Hyperspace gates allow travel between sectors

  • Galaxy map shows which factions control which sectors

  • Friendly and hostile factions exist

  • Hostile ships can attack

  • Ships can be equipped with weapons and shields

  • Resources can be mined in asteroid belts

Planetary Gameplay

  • You can land on planets

  • When landing, a schematic planetary map is shown where you choose a landing zone

  • Planet parameters affect surface generation

  • Each planet has:

    • Its own atmosphere

    • Its own day/night cycle (not Earth-like)

    • Unique atmospheric color affecting ambient lighting

On the surface:

  • Vegetation and animals exist

  • Large objects cast shadows depending on the planet’s time of day

  • Plants grow and wither

Source

Steam News / 12 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.