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spacegame/docs/01_VISION.md
Joshua Deville e437a18121 Add project planning docs and repo scaffolding
Vision, requirements, tech stack, and phased roadmap for the space
survival game, plus Unreal-appropriate .gitignore/.gitattributes
and Git LFS setup.
2026-07-08 13:47:02 -04:00

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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.
  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.