Under the hood
Built to hold thousands of colonists.
Simulation depth is only worth anything if it scales, so the architecture was settled before the systems were built.
Agent level-of-detail. Only colonists on screen or actively tracked run at full fidelity. Everyone else advances through scheduled events and cheap per-sol rolls — travel becomes a duration rather than a walk. Fauna use the same trick: the herd is the agent, never the animal.
A 2.5D world. The sim runs on a 2D grid; terrain height is a render and cost attribute, never a third simulation dimension. The planet is deterministic from its seed — generate on demand, simulate locally, render what's near, with chunks streaming around the camera.
Data-driven content. Resources, crops, meals, buildings, vehicles, fauna, personalities and research all live in data tables keyed by id and tagged by tier. Code loops over categories and never references a specific entry — new content is a new row, not a code change, which makes the game mod-friendly by default. Referential integrity is validated on every boot.
Tested like software. Automated probes exercise the spaceport, rail freight and terminal systems on every round; a standing model audit checks all 300+ art assets; the in-game encyclopedia's imagery is generated by an automated photo booth.
At a glance
- Engine
- Godot 4.7, GDScript
- Renderer
- Forward+ (Vulkan), full 3D
- Physics
- Jolt — effects only, sim stays deterministic
- World
- 1000×1000 seeded procedural terrain
- Content
- CSV-driven, validated at boot, moddable
- Target scale
- 1,000+ colonists