Up next · Industry
A base that feeds itself
The starter base makes the basics for itself: water, food, oxygen and fuel for the kit ship. Nothing is left over to sell, so trade starts with what you build next.
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.
Updated on October 9, 2026
You found a single company and start in a neutral core on the rim of the galaxy, with a settler's quota and time to learn. Every step toward the center takes longer and costs more, but the space there is richer and more dangerous.
Up next · Industry
The starter base makes the basics for itself: water, food, oxygen and fuel for the kit ship. Nothing is left over to sell, so trade starts with what you build next.
Production chains are long and expensive on purpose, so that working together pays off. Resources never run out, but the rich ones lie far away or on hostile worlds. Land is scarce, workers have needs and every machine wears out.
Up next · Industry
You build on rocky planets, moons, gas giants or orbital stations. Each building takes a share of the base's area, with no grid to fiddle with, and the environment decides the construction materials. The base screen shows tables and an illustrated plan of the site.
Up next · Industry
Every new base needs a license paid in goods, and each license costs more than the last. Free accounts have at most 3 bases, and premium has no ceiling.
Up next · Industry
Every planet has a limited area, set by its size and relief. In unclaimed space, whoever arrives first takes it.
Up next · Industry
Resources only show up through prospecting, in three levels: an orbital scan shows which ones exist, a probe measures their grades and drilling on a plot finds the exact deposit and its yield. Each level produces a dated report issued by the game, which can be sold and resold. A deposit is set on the first survey and never changes after that.
Up next · Industry
No deposit ever runs dry. Each one has a yield factor from 1 to 100, and the average factor rises the farther you get from the core and the closer to the center of the galaxy. Asteroids and belts are mined by ships, with no base.
Up next · Industry
Every deposit has a low-yield common pool open to everyone. Rich deposits become exclusive concessions, and whoever leaves one idle loses it.
Up next · Industry
The harsher the planet, the richer it is. A volcanic world can hold ore with a factor of 50 to 100, plus a bonus of three to four times on top. In return, every worker needs extra life support, and buildings need special materials.
Up next · Industry
Extraction, farming and consumption run nonstop, and factories work in batches from a queue. A production order takes 1 to 12 hours in common cases and up to about a day in complex ones.
Up next · Industry
Building takes time on an open site. Anyone can deliver materials under contract, and the work stays vulnerable until it is finished.
Up next · Industry
Real elements and materials, with about 150 to 300 items and 5 to 8 steps from ore to finished goods. Common basic and intermediate recipes are free for everyone, and advanced ones need research, a blueprint or a license. There are about 40 to 80 building types, each one for a process.
Up next · Industry
Final items, the ones that do not go into other products, carry the mark of the company that made them. Tariffs and embargoes never look at where something was made, only at the trader's citizenship, the place and the border.
Up next · Industry
Basic materials are close at hand everywhere. Intermediate and advanced goods need inputs from three or more different environments.
Up next · Industry
Laborers, technicians, engineers, scientists and more, each tier with greater needs. They arrive when the base has housing and their needs are met. They earn no wages, they only consume.
Up next · Industry
Food, water, clothing, health and comfort are categories, and any product in the category will do. Variety earns a bonus.
Up next · Industry
Without food, water, oxygen or fuel, things get worse in steps, with warnings: efficiency and morale drop, then people die. A ship without fuel drifts.
Up next · Industry
Buildings, structures and ships wear out, and upkeep is paid with goods that get used up. That keeps factories busy for good.
Up next · Industry
Every extra base, colony or production line adds an administrative cost that grows faster than the company.
Up next · Industry
Every base runs its own power grid, with plants that depend on the environment, such as solar, wind, geothermal or nuclear, and thermal plants that burn bought fuel. Without power, production stops. Recipes leave byproducts and waste, which can be useful or cost money to dispose of.
Testers will play the economy in a universe that will be wiped afterwards. Free accounts and premium already exist at this stage, but the token does not. I will tune the game's balance based on how they play.
On the horizon · Industry
At first, workers live in their own base. Later, bases on the same planet will be able to rent housing to each other.
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.
On the horizon · Industry
Research moves forward with guaranteed progress and a chance of extra discoveries along the way. The result is a blueprint: you keep the original secret and sell licensed copies.
On the horizon · Industry
Advanced recipes and more efficient versions unlock through research, a blueprint or a license. Items stay standardized, and only higher-technology items stand apart.
On the horizon · Industry
Robots come from research and replace basic workers in some buildings. In return, they cost a lot in parts, upkeep and energy.
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.
On the horizon · Industry
Long-term builds that take many companies and a long time to finish.
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.
The foundation is already live, and I am building the rest in the open, in front of whoever plays. Download the current version →