O01
MetDefine the first playable
Unity on Windows; multiplayer from the beginning; a world section with a town and Minecraft-like sandbox actions.
Schedule: M01
Scope register
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.
O01
MetUnity on Windows; multiplayer from the beginning; a world section with a town and Minecraft-like sandbox actions.
Schedule: M01
O02
MetAuthoritative first-person walking/jumping with host/client and separate-server testing.
Schedule: M02
O03
MetEditable patch, basic inventory, direct harvest, overflow and persistent edits; server-receipt placement tie handling.
Schedule: M03
O04
PlannedHands-on controls, selection clarity, feedback, recovery and two-player acceptance.
Schedule: M04
O05
PlannedForest town on a hill; spaceport approximately 500 metres away; original pixel textures and coherent UI. Antenna farm remains tentative.
Schedule: M05
O06
PlannedEnvironment and interaction sound, volume controls and non-audio cues where needed.
Schedule: M06
O07
PlannedA small, explicitly scoped loop using gathered resources; no claim that every planned recipe or survival system is present.
Schedule: M07
O08
PlannedMeasured remote multiplayer, durable saves, safe identities and operational recovery for the funded scope.
Schedule: M08
O09
PlannedA representative, stable gameplay demonstration with textures and sound; recorded limitations and footage provenance.
Schedule: M09
O10
PlannedCosted plan for further engineering, polish, servers, QA and marketing, with feasible scope and explicit approval.
Schedule: M10
O11
PlannedTest 2: large island, one submarine and one submarine/space crossover vessel. Wider fluid suitability is a later design problem.
Delivery date: not yet estimated.
O12
PlannedFinite resources, manual infrastructure, blueprint construction bots, factories and original wiring.
Delivery date: not yet estimated.
O13
PlannedReal data where available, procedural detail elsewhere, continuous travel, multiple FTL methods and delayed communications.
Delivery date: not yet estimated.
O14
PlannedWalkable interiors, shield/coherence/hull damage, compartment isolation, life support and departmental STEM tasks.
Delivery date: not yet estimated.
O15
PlannedNPC/PC commerce and work, piracy, world and station ownership, taxation, production and fleet command.
Delivery date: not yet estimated.
O16
PlannedCategorized species, ecosystems, botany research and shared canonization of generated creatures.
Delivery date: not yet estimated.
O17
PlannedPermanent death, rescue/inheritance, individually trained non-copyable cores, wetware transfers and distinct personal learning.
Delivery date: not yet estimated.
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.
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.
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.