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 0
  • In progress 1
  • Up next 18
  • On the horizon 8
  • Still thinking3 · things I have not decided yet

Updated on October 9, 2026

01 · Designing the game

You are here · In progress · 1 item

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. 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.

06 · Trade

Up next · 18 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 · 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.

10 · Nations and politics

On the horizon · 4 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 · 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.

  2. 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.

  3. 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.

  4. On the horizon · Economy

    National exchanges and stations

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

11 · War

On the horizon · 1 item

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 · 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.

12 · Research and technology

On the horizon · 1 item

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 · 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

13 · Beta

On the horizon · 1 item

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 · 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

15 · Beyond

On the horizon · 1 item

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 · Economy

    Banks, bonds and insurance

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

    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 →