Up next · Logistics
Modular ships
A ship is a hull plus modules, and every part is a produced item. Hulls come in size classes, with their own slots and role bonuses, and ship designs can be sold.
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
Everything has to be carried from one place to another. Ships are assembled from produced parts, use two kinds of fuel and jump in plain sight, and every port has its own rules.
Up next · Logistics
A ship is a hull plus modules, and every part is a produced item. Hulls come in size classes, with their own slots and role bonuses, and ship designs can be sold.
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Small and medium hulls come out of planetary shipyards, and launching costs more on heavy planets. Large hulls are only built in orbit, and capital ships only in orbital yards made for them.
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Ships need crew drawn from your population, plus food, oxygen, fuel and habitat modules. Crew quality depends on the tier of the workers in each post, and that bonus is lost with the ship.
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A hold fills up by weight or by space, whichever runs out first. Each hold takes only its own category, such as dry bulk, general cargo, liquid, pressurized gas or sensitive cargo. Bulk goods and fluids are measured continuously, and parts in whole units.
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Jump fuel to travel between systems and propellant to move inside them, both only from the production chain. Basic drives use hydrogen, refined in many places, and long-range drives use an advanced fuel made from rare inputs. Without fuel, the ship drifts.
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The drive charges, the ship jumps instantly and then cools down, without vanishing from the map. The drive sets the range, cargo shortens it and jumps only go from one star to another, so a void wider than your range is a real barrier. A jump ends outside the gravity well, and the ship still flies in to the station, exposed on the way.
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Going up from a surface and back down costs propellant and time according to gravity and atmosphere. Launchers and space elevators lower that cost.
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The station owner decides who may dock, the fees and the largest ship allowed, and national laws apply on top. Storing goods at someone else's station is free and unlimited. Loading and unloading take time according to the mass and the port's capacity, with no queue.
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Detection comes in levels: presence, class, composition and cargo. Stealthy ships have a smaller signature and are harder to see.
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Post a freight job or take one, and the cargo, the deadline and the collateral go into a contract the game enforces. Jobs show up on a board seen by those in the origin system or a few jumps from it, and offering a job directly is also possible.
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Those who need something moved post a request, and carriers offer routes with their capacity, schedule and price per ton. Every booking is a contract the game enforces.
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I want an automatic jump route planner, and ships that repeat a run on their own while you are offline.
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 · Logistics
I want an editor where you design hulls and module layouts as blueprints you can test, keep or sell.
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 · Logistics
Further ahead, portals could shorten distances across the galaxy, as a step beyond jumps.
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 →