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Milestones

List view

  • A system forty times bigger, with travel chosen from a list rather than pointed at, and objects proportioned so a station towers over a ship.

    No due date
    1/7 issues closed
  • A player designs a type in the same grammar the world is built from, and what the design can do follows from what is on it.

    No due date
    0/6 issues closed
  • The world is generated from a seed and the game begins at the moment a wormhole opens into it. Nothing beyond has a name until somebody goes there.

    No due date
    0/8 issues closed
  • Procedural, data-driven visuals with a Duskers-flavoured screen treatment: lighting, materials, silhouettes from data, and a post-process chain that can be tuned and turned off in game.

    No due date
    8/10 issues closed
  • The differentiator and the content around it. Fleet command over several agent-piloted ships, MCP resources and prompts, deeper NPC behavior, more world content, and a vertical slice worth handing to a stranger.

    No due date
    1/7 issues closed
  • Players change the world. Authoritative world mutation with a LayoutDelta message, blueprints and construction in two tiers, structures that feed the macro simulation (prosperity, security, territory), and the ownership, limits and upkeep rules that keep a shared persistent world from filling with junk.

    No due date
    0/5 issues closed
  • Many players, one world. Multi-client sessions with per-connection identity, interest management so players see each other, authenticated and rate-limited connections, versioned persistence, ship ownership, and a bandwidth budget that survives more than one client.

    No due date
    15/15 issues closed
  • The game looks like itself. Object types become data-driven archetypes with components instead of a C++ class hierarchy, rendering moves behind a presentation layer with pluggable backends, and glyph rendering becomes the primary look. A new object kind needs no new code and no new art.

    No due date
    5/6 issues closed