Roadmap

Live

Continuous flight

Flight

Orbit to landing site with no transition screen and no loading.

Generated terrain

World

The surface under you is a pure function of the seed.

Ships as places

Ships

Walk a moving hull's interior. Sit, fly, get up, walk out.

Orbital stations and docking

Ships

Approach, match, dock, and disembark under your own control.

Persistent world store

World

What players build is written to disk and survives a restart.

Parties and cross-node chat

Social

Membership, invites, and messages that follow you between nodes.

Accounts and launcher sign-in

Platform

Signed tokens the nodes verify offline. The launcher never sees your password.

Staged updates

Platform

Downloads are verified before anything is replaced. An interrupted update leaves a game that still runs.

In progress

Mining

Gameplay

Beam, fracture, and haul. The first loop that pays for fuel.

65%

Player building

World

Player-authored stations and bases, in a world with no rules protecting them.

40%

Seamless node handoff

Infrastructure

Authority moves between nodes with the player unable to tell where the seam was.

55%

Renderer: atmosphere and volumetrics

Rendering

Scattering that holds up from the ground and from orbit.

45%

Next

Boarding and ship-to-ship

Gameplay

Dock onto a hull that does not want you there.

0%

Cargo and trade

Gameplay

Volume, mass, and a price that moves with what players carry.

0%

Load-aware resharding

Infrastructure

A hotspot splits across nodes instead of degrading.

0%

Second and third hull

Ships

New hulls beyond the Kestrel, including one built around something other than cargo.

0%