Scope register

Objectives, organized by delivery horizon.

The foundation is narrow and testable. The campaign slice is next. The full universe remains a larger design and engineering programme.

MetPlanned“Met” applies only to the stated bounded objective—not its larger production counterpart.

Foundation

O01

Met

Define the first playable

Unity on Windows; multiplayer from the beginning; a world section with a town and Minecraft-like sandbox actions.

Recorded direction and bounded first slice; this does not finalize the entire game specification.

Schedule: M01

O02

Met

Share movement between players

Authoritative first-person walking/jumping with host/client and separate-server testing.

Both local hosting modes passed. Internet quality and 64-player capacity are not established.

Schedule: M02

O03

Met

Mine, build and preserve resources

Editable patch, basic inventory, direct harvest, overflow and persistent edits; server-receipt placement tie handling.

19 state checks and live restart tests. Exact live tie distributions and manual overflow interaction still need review.

Schedule: M03

Campaign slice

O04

Planned

Make the sandbox comfortable to play

Hands-on controls, selection clarity, feedback, recovery and two-player acceptance.

Completion requires a recorded playtest and correction of blocking issues.

Schedule: M04

O05

Planned

Establish the visual identity in-game

Forest town on a hill; spaceport approximately 500 metres away; original pixel textures and coherent UI. Antenna farm remains tentative.

Completion requires a playable art pass and asset provenance, not a generated concept image alone.

Schedule: M05

O06

Planned

Add sound and clear feedback

Environment and interaction sound, volume controls and non-audio cues where needed.

Completion requires sound in the executable and original/licensed asset records.

Schedule: M06

O07

Planned

Demonstrate a useful crafting/survival loop

A small, explicitly scoped loop using gathered resources; no claim that every planned recipe or survival system is present.

Exact activities need Briana’s approval; completion requires repeatable multiplayer play.

Schedule: M07

O08

Planned

Demonstrate feasible shared-world operation

Measured remote multiplayer, durable saves, safe identities and operational recovery for the funded scope.

No public server until security/hosting prerequisites are met. A two-player local test is not a 64-player benchmark.

Schedule: M08

O09

Planned

Show a credible campaign build

A representative, stable gameplay demonstration with textures and sound; recorded limitations and footage provenance.

Completion requires the demonstrated build and capture record; visuals must not imply a finished galaxy.

Schedule: M09

O10

Planned

Become ready to seek funding

Costed plan for further engineering, polish, servers, QA and marketing, with feasible scope and explicit approval.

Conditional launch target: 9 March 2027. No campaign, funding amount or reward obligations have been approved.

Schedule: M10

Later development

O11

Planned

Island, water and crossover vessels

Test 2: large island, one submarine and one submarine/space crossover vessel. Wider fluid suitability is a later design problem.

Delivery date unestimated until vehicle/fluid feasibility and available capacity are measured.

Delivery date: not yet estimated.

O12

Planned

Build real industry and automation

Finite resources, manual infrastructure, blueprint construction bots, factories and original wiring.

Wiring is explicitly deferred from the first build. No automation/production simulation is implemented.

Delivery date: not yet estimated.

Long-term vision

O13

Planned

Explore a persistent Milky Way

Real data where available, procedural detail elsewhere, continuous travel, multiple FTL methods and delayed communications.

Architecture, scale, streaming, travel model and server capacity need research. No responsible delivery date yet.

Delivery date: not yet estimated.

O14

Planned

Operate ships and support their crews

Walkable interiors, shield/coherence/hull damage, compartment isolation, life support and departmental STEM tasks.

Simulation depth and dependencies must be scoped before delivery can be estimated.

Delivery date: not yet estimated.

O15

Planned

Support economies, fleets and territory

NPC/PC commerce and work, piracy, world and station ownership, taxation, production and fleet command.

Economic balance and population consequences remain design work; empire play is optional.

Delivery date: not yet estimated.

O16

Planned

Generate life and ecological consequences

Categorized species, ecosystems, botany research and shared canonization of generated creatures.

Generation, approval, scientific abstraction and runtime cost remain unresolved.

Delivery date: not yet estimated.

O17

Planned

Give knowledge and lives lasting value

Permanent death, rescue/inheritance, individually trained non-copyable cores, wetware transfers and distinct personal learning.

No offline-body, inheritance or skill economy implementation yet; failure and abuse cases require design.

Delivery date: not yet estimated.

Scope boundaries

Original wiring is deferred from the first build. Side-scrolling towns remain an experiment, not a required first-town transition. Unreal migration is not committed. Console development is outside the current plan.

Long-term goals are not automatically campaign rewards or stretch goals. A funded delivery package must be independently costed and explicitly selected before backers are asked to support it.

Avatar and creator economy — design update

These are long-term requirements, not implemented marketplace features. Simple 3D avatars preserve camera freedom while supporting extensive individual customization.

A regional planet view and broad colony simulation are design directions. They do not replace the established continuous surface flight requirement. Store payment bridges, template licensing, upload validation and moderation have not been designed or implemented.

Current avatar implementation

An articulated procedural placeholder provides eight sockets, clothing layers, six session-only cosmetic presets and visible first-person body parts. Press C during captured first-person controls to cycle presets. It is not a production skinned character, wardrobe editor or upload system. The Windows build and avatar structural checks passed; hands-on appearance and current-build multiplayer acceptance remain pending.