One complete journey before a giant galaxy
The current priority is a narrow but connected loop: establish a colony, stabilize production, prepare ships, launch a fleet, collect resources, return to orbit, and unload cargo into the colony economy.
Each step already existed in some form. This checkpoint focused on making them read as one player journey rather than disconnected development tools.
A narrow loop exposes problems that isolated scene tests can hide. Resource quantities must agree across the colony, ship, target, and unload states; navigation must preserve context; and every transition needs to communicate what changed and what the player can do next.
Economy and fleet systems meet
Resource-flow summaries, production controls, storage behavior, construction queues, shipyard capacity, fleet assembly, per-ship energy, and manual extraction now share clearer service boundaries.
Those boundaries are important because the interface should request an action rather than silently rewrite the underlying state. Even while the prototype remains local, the same separation helps identify which rules will eventually belong to an authoritative online service.
The expedition also gives balance work a practical reference. Production rates, cargo limits, energy use, and extraction timing can be judged as parts of one journey instead of tuned against artificial developer shortcuts.
- Colony production follows a persistent strategic clock.
- Ships and fleets carry their own action state and cargo.
- Extraction targets can be seeded and tested from the space map.
Built for a browser-first future
The prototype still runs locally, but gameplay work is being routed through service APIs so the eventual browser client can remain presentation and input while accounts, saves, timers, resources, and movement become server-authoritative.
This does not mean the online architecture is finished. It means new gameplay work is being evaluated against that future boundary so the project can avoid replacing every direct database path at once when multiplayer testing begins.
The next checkpoint is a visible end-to-end run of the loop with clearer player feedback. Once that path is trustworthy, the project can deepen each stage without losing sight of the journey that connects them.
