# Vision ## Elevator pitch A multiplayer space survival game: crew a ship you build and maintain, warp across a galaxy of star systems, land on planets to explore and gather resources, and build persistent bases — both a space station and planetary outposts — as a shared base of operations with other players. ## Reference pillars Three games anchor the scope. Each contributes a pillar; none should be copied wholesale. | Pillar | Reference | What we're taking | |---|---|---| | Modular ship construction & survival systems | Space Engineers / Empyrion | Grid-based building, power/thrust/hull as real systems you maintain, not cosmetic | | Procedural galaxy & planet landing | No Man's Sky | Seed-based generation, seamless-feeling landing, exploration-driven discovery | | Galaxy-scale travel | Elite Dangerous | Star map, jump/warp travel between systems, a galaxy big enough to feel unbounded | ## Scope reality check Read this before getting attached to any specific milestone order. **Persistent shared-world multiplayer**, **full grid-based ship construction**, and **seamless procedural planets** are each, individually, the kind of feature a funded studio spends 1-3+ years getting right. Combined, and solo, this is a multi-year project even at hobbyist pace. That's not a reason not to build it — it's a reason to be deliberate about sequencing: 1. **Architect for the full vision, build the small vision first.** Every system below is designed so it *can* scale to persistent multiplayer and a full galaxy, but the early phases run single-player or session-based, with one hand-built system and one or two planets. See [04_ROADMAP.md](04_ROADMAP.md). 2. **Cut scope at the hardest problems on purpose, not by accident.** The two hardest technical problems here are (a) truly seamless space-to-planet-surface transitions, and (b) a persistent world server that doesn't require you to run a 24/7 fleet alone. The tech stack doc calls out the pragmatic version of each (instanced landing zones, system-sharded servers) so you have something shippable, with a documented path to the more ambitious version later. 3. **Revisit ambition at each phase boundary.** It is completely reasonable to decide, after Phase 3 or 4, that a session-based co-op game (players host, invite friends, world doesn't need to persist on your infrastructure) is the right final scope rather than a persistent MMO. That decision gets easier once you can see the game running. ## Core pillars (functional) - **Fly & fight** a ship across open space in a galaxy of star systems. - **Build & maintain** that ship from modular components with real systems (power, thrust, life support, hull integrity) that degrade and require upkeep. - **Warp** between star systems via a galaxy map. - **Land & explore** planets on foot (or surface vehicle), gather resources, encounter hazards. - **Build bases** — a space station as a persistent home base, and planetary outposts — that you and other players can return to, expand, and defend. - **Play together** — multiple players sharing ships, stations, and eventually a persistent galaxy.