Design record
The questions behind the universe.
The design-session answers are grouped by system. “Yes” in a design answer means the intended game rule—not a claim that the feature is playable today.
Current implementation: Windows/Unity 6000.5.10f1, Netcode for GameObjects 2.13.2, local shared movement/mining/building and saved terrain/inventories. The patch is bounded, profiles are not authenticated accounts, and player locations/offline bodies are not saved.
The original Q&A predates that implementation. This page preserves its 12 design topics while replacing the obsolete “no prototype yet” status with the current verified evidence. Dates and funding projections are separately labelled on the roadmap.
Game direction and engine
What is Star Matrix?
A multiplayer survival, crafting, exploration, construction, and strategy game with an 8-bit-inspired visual style. Environments include space, atmosphere, land, sea, underwater, and underground.
Which engine and platform?
Unity, for an installed Windows PC game. Consoles are out of scope. Unreal Engine 5 remains only a possible future option; there is no planned migration.
What are its influences?
Minecraft, Space Engineers, Stationeers, Subnautica, Elite Dangerous, RimWorld, and the idea of an 8-bit EVE Online. These references describe selected gameplay influences, not wholesale adoption of their systems.
Shared galaxy and player capacity
How is multiplayer organised?
One shared, persistent galaxy.
What is the regional player target?
64 concurrent human players per region, reduced from the earlier provisional 200–256. Eight people aboard one ship count as eight players. NPC and ship limits remain open. The target is not a demonstrated server capacity.
How large is the setting?
Exploration reaches the Milky Way’s centre and extends in every direction. The working scope is the entire Milky Way; exact boundaries and scale remain open.
How is the galaxy populated?
Real astronomical data where available, supplemented by procedural generation for unobserved details.
Presentation and movement
Is the game 2D or 3D?
The accepted starting direction is fully 3D towns, including the first playable town, with town combat and building destruction allowed. Exploration outside towns is first-person 3D; vehicle interiors allow 3D exploration.
What happened to side-scrolling towns?
They are retained as an experiment, potentially in a compact market street. The earlier concept used 3D approaches, a transition into 2D on leaving a ship at a spaceport or accepting a town-boundary prompt, cardinal-direction intersection signs, and clickable doors into 3D interiors. These are no longer mandatory first-town requirements.
Can players fly continuously to a planet?
Yes: space-to-surface flight has no loading screen. Interior transitions remain to be settled following the town-design change.
What does terrain look like?
Visible cubic blocks, pixelated textures, square excavation edges, and stepped surfaces. Players can dig into worlds and reshape terrain.
Is the game confined to a small window?
That restriction is temporarily removed. A frame around the game view for controls and information remains possible.
Starting lives and freedom of play
Where do characters begin?
Preset stations, cities, towns, or planetary wilderness locations. Equipment depends on the chosen starting location or background.
Must everyone become a space explorer or empire builder?
No. Mining, farming, production, local trade, a floating sky island, or an underwater base and laboratory can form an enduring way to play.
Can a less advanced start remain ground-based?
Yes. A player may mine, build, and produce indefinitely, eventually establishing a spaceport selling fuel, produce, and other goods without personally travelling into space.
How can a new character earn a living?
One route is hauling cargo for a player-owned or NPC-owned business. Players may also work aboard NPC ships, carrying out their department’s tasks during voyages.
Resources, factories, and ships
Are resources exhaustible?
Mineral and element deposits on both planets and asteroids are finite. Wrecks can be salvaged and structures recycled into reusable materials.
How is production established?
Players build their initial means of production by hand using their tools. Craftable bots can assist from blueprints or layout plans; bot limits remain open.
Does development restart on each new planet?
New infrastructure must be physically established using the character’s labour and tools. Capturing a world with existing production provides another route.
How are ships built?
Piece by piece: hull sections, rooms, engines, and machinery. Shipwright factories produce better ships.
Ship protection and damage
What protects a ship?
Shields stop or lessen incoming damage. Both ship-wide integrity and local material strength determine resistance to destruction. Reinforced sections may use different materials, and affixed armour plates ablate—vaporise—when damaged.
What creates ship-wide integrity?
A generator produces a fictional coherence field, described through atomic or quantum links between attached molecules. It reinforces cohesion, helping contain damage around the hit instead of allowing widespread explosive shattering.
What happens after generator power loss?
Coherence immediately starts declining by percentages towards zero. The decay rate is undecided.
What happens at zero coherence?
Hits penetrating the shields can cause local explosive decompression, entry-and-exit hull breaches, and possible shearing or severing of the ship at the damaged section. These outcomes are possible, not automatic.
Can damage be contained?
Yes. Sealed bulkheads contain decompression and allow undamaged compartments to remain habitable.
Life support and departmental work
How detailed is atmosphere management?
Required monitoring and control, with less granularity than Briana associates with Space Engineers or Stationeers. Barotrauma is a tentative reference.
What controls were accepted?
Monitor compartment oxygen, pressure, flooding, and life-support power. Operate bulkheads, ventilation, pumps, and repairs. Working equipment maintains safe routine conditions; damage, power failure, or exceeded capacity requires attention.
What do departments do?
Engineering and other STEM-related tasks, tests, and experiments. These activities build experience towards skills, abilities, crafting, and related unlocks.
Can a character learn across departments?
Yes. Specialisation develops naturally from work performed. Specialists reach higher ratings faster than generalists; numerical progression rules remain open.
Travel, communications, and offline persistence
Does travel take time?
Yes. Multiple FTL methods are intended. Early long voyages provide scientific and engineering work; better ships, automation, teammates, and NPCs allow other activities or AFK time.
How are distant assets commanded?
NPC commanders follow standing instructions and can receive new orders through hyperspace communications. Messages have a noticeable delay that increases with distance.
What continues after logout?
Everything, including travel, factories, research, and NPC crews. The character’s body stays physically present.
Are offline assets protected?
No. Ships, bases, and territory can be attacked, captured, or destroyed. Safety comes from hiding or sheltering on a planet with actual defences.
What about bodily needs?
Offline characters automatically use available food, water, and life-support supplies. Players must arrange backup care or supplies when these are limited.
Economy, fleets, and territorial control
Do NPC traders visit player spaceports?
Yes, including when no human traders are nearby. This traffic supports trade, piracy, and employment aboard ships.
Is NPC commerce tied to production?
Yes. Businesses depend on actual goods and production; shortages can interrupt routes.
What does the strategic layer include?
Fleet command, world and station control, taxation, production, mining, and fleet combat. Building an empire is one available path, not a required endgame.
Can populations be subjugated?
Yes. Fictional mechanics include violence, bribery, and addiction-based dependency. Submission may yield taxes and resources, but damage and poor population conditions reduce output. Rebuilding and pacification matter; excessive extraction can undermine even the conqueror’s food supply.
Can trade be used for covert influence?
A shipment containing fictional drugs may lead to an NPC intermediary and improved negotiations or faction standing if successful.
What are the risks?
Interplanetary patrols, where present, can discover contraband. Planetside shipment inspections also carry consequences beyond a warning. Specific penalties have not been selected.
Ecology and botany
Will worlds have ecosystems?
Assess the likelihood of life and generate ecosystems and species. Existing species may come from a database; the preferred direction is fresh game-AI-generated creatures, categorised by characteristics and canonised into a shared server database for use elsewhere.
Can harvesting destroy populations?
Low-tech overharvesting can cause local extinction. Advanced science offers methods to prevent such outcomes and supplement ordinary agriculture.
How are those methods unlocked?
Advanced botany is researched through an extensive technology tree. Exact benefits, prerequisites, and implementation remain open. The illustrative numbered technology levels used earlier are not adopted.
Permanent death and inheritance
Is death permanent?
Yes. Each player must designate an inheritor: their own connected second account, another player, or a faction. Personally earned skills and experience do not pass to the inheritor.
Can an injured character be rescued?
Yes. Several preservation methods can keep the body alive until medical help arrives. They do not prevent death from weather, other environmental hazards, predators, or players.
How does a faction claim an empire?
After receiving the death notice through ordinary communication channels, its NPCs or players travel to the deceased character’s capital planet, submit credentials, and take ownership. Notification delays and travel matter.
What if the deceased owned only a ship?
A scrambled beacon transmits, with its code passed to the inheritor for recovery. Pirates can locate these frequencies and trace their source.
Research, computer cores, and wetware
Who holds research and skills?
The individual character or an object’s computer core. Briana’s final clarification explicitly broadens cores beyond ships to any applicable object.
How are core skills used?
Through associated tools and systems such as medical bots, construction bots, and fabricating labs. A core is removable and portable; losing it means losing access to its skills.
Can cores be copied?
No. Every core is trained individually. Training and selling cores is a livelihood. An exploration or research core’s knowledge may be worth more than the vessel’s material cargo.
Can captured cores be used immediately?
Security must first be overcome. Briana described a “request event”, unless prior quests have already provided unlocking tools. That term and its precise flow remain open.
Can skills be transferred?
Yes, to another module or a cybernetic wetware implant. Transferring or “downloading” a skill removes it from the source. It is a move, not a copy.
Are implants salvageable?
Yes. Removing one removes access to its provided skill.
Does using an implanted skill train the person?
No. It grants no personal experience in that skill. This prevents core-sharing shortcuts and preserves the economic distinction between personal learning and individually trained core skills.
Current prototype questions
Who receives a harvested resource?
The server-confirmed breaker receives it directly. A full prototype pack creates an overflow cube, collected manually with E within three metres. Capacity is currently 16 total items; these pickup details are prototype defaults.
How are simultaneous placements handled?
The server collects candidates over a 10 ms receipt-time window and randomly selects a valid candidate when resolving it. Only the successful placement consumes a block. This does not equalize network latency or prove exact client-click timing.
What survives a server restart?
The bounded terrain edits, resource drops and named inventories are saved together. Locations, offline bodies, factories and ongoing voyages are not part of this implementation.
Is Kickstarter already scheduled or approved?
No. 9 March 2027 is a conditional planning target. The readiness review, cost model and explicit launch approval remain outstanding.
Still to decide
Production region architecture and hardware targets; exact recipes and survival depth; art/audio asset workload; travel timing; research rates; core compatibility; species validation; economic balance; population and ownership rules; and a costed, deliverable campaign scope. The networking package is selected for the prototype, not automatically for the final universe.
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.
- Players can edit and upload clothing templates under constraints, potentially paying an in-world upload fee. Both templates and made goods can be sold, including ships, engines, systems, stations, planets, moons, bases and colonies. Upload fees and the exact template ownership/licensing rules remain to be specified.
- Attachment points support player-made cosmetics and functional equipment: wrist tools or weapons, mini computers, articulated backpack computers and jewelry. Multiple facial sockets and limb-replacement equipment are required beyond the current eight placeholder sockets.
- Player markets trade actual goods and individually trained skill cores, not duplicated cores or automatically copied physical products. Markets exist at selected locations in the known galaxy; delivery requires travel or transport.
- The developer produces no pay-to-win content: developer offerings are cosmetics and custom world content. Player-made functional goods are a separate in-world economy, purchasable with funds earned through play. What custom world content includes, and safeguards against economic advantages, still need definition.
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.