News & Updates

Latest developments and features

2026-09-01
·v0.10.0 v0.11.0

ECON Galaxy v0.11.0: Mining, Galaxy Map & ECON Network Phase B (Alpha)

The Biggest Update Yet

Version 0.11.0 is live. Honestly it feels like a different game. New map, new HUD, a real mining system, NPCs that actually trade on the market. And underneath, a brand new money system so nothing falls out of the ledger anymore.


What's New?

Interactive Galaxy Map & Game-style HUD

The old sidebar is gone. Instead: a canvas-based HUD shell with a real map, detail inspectors for locations and ships, a transaction modal right in the top bar, and clickable KPIs. Pan, zoom, fleet tooltips, ATC trail dots. The map finally does what it was always supposed to do.

Plus an activity feed for your fleet. Who's docking, who's mining, who's buying, all logged in the ShipLog (load, unload, buy, sell, mine, dock, undock).

Mining Phase A

Asteroid fields aren't infinite anymore. Every field has a richness (sparse, normal, rich), gets depleted by mining, and can run out completely. When that happens, a discovery event spawns new fields somewhere. The loop keeps running.

Mining orders are now autonomous: you say "mine in system X" and the ship picks a suitable field on its own. If none is left, it stops cleanly instead of orbiting in idle loops.

NPC Market Maker

NPC companies aren't a black box anymore. They publish real buy and sell orders on the open market. When an NPC module needs inputs, the company posts a buy order, and you can sell into it. When an NPC module produces outputs, those go live as sell orders, and you can buy from them. Prices react to stock and recalibrate every 5 minutes.

ECON Network (Phase B)

Under the hood: a new polymorphic wallet model. Every credit movement (player, NPC, faction, escrow) runs through a central service with mint/burn/transfer semantics. Plus an econ:reconcile command that audits the entire money system for consistency. Dropped 4 legacy credit columns, fixed negative escrows from the LLM era.

Sounds like accounting? It is. But without clean money, no clean game.

Working Capital Loans & Corporate Research

Two new economy tools:

  • Working Capital Loans with risk-based interest rates. Your creditworthiness changes the rate.
  • Corporate Research & Capabilities as passive research across 6 categories (economy, production, mining, logistics, military, corporate). 24 capabilities with 3 to 5 levels each. Modifiers feed into trade tax, production speed, combat damage. Tech tree UI in the HUD.

Revenue Analytics

A clickable revenue stat in the top bar with 24h trend, sparkline, and breakdown by source. You see where the money comes from and where it goes, no spreadsheets required.

Economy Health Monitoring

Three new sensors watch over the NPC economy: inactive producers, role-less ships, bleeding companies. When something breaks, you hear about it before you notice.

Also

  • Dynamic Galaxy Events with live HUD updates
  • Fleet-level cargo loading straight from station inventory
  • Player market orders moved to user ownership, new My Orders tab with cancel action
  • ISK → Cr for the in-game currency (Cr = Credits, less confusion)
  • A completely new hero landing page with live KPIs and an economy pulse

Why This Matters

v0.11.0 closes the loop that v0.10.0 started. NPCs no longer live in their own bubble, they trade with you on the open market. Mining has depth instead of just "click and wait". And the money system is finally solid enough for the next round of features (corporations, trade routes) to build on top.

Up next (v0.12.0): corporations with shared wallet, hangar, and roles. Finally play together.


Alpha Notice

Still an alpha. Features aren't final, balance is work-in-progress, bugs exist. Feedback is welcome, preferably on Discord.


Let's Go

Log in, check out the new map, click through the HUD, try posting a buy order on an NPC. And if you miss the old sidebar: nope, it's not coming back.

ECON Galaxy. A solo developer project. No lootboxes. No drama.


Version 0.11.0 is live. The complete roadmap shows where we're heading.

2026-09-01
·v0.11.0 v0.12.0

ECON Galaxy v0.12.0: Player Hubs, Combat & Ship Systems (Alpha)

Finally Your Own Base, Real Losses, Deeper Ships

Version 0.12.0 is live. Three big themes at once. You build your first own base. Combat isn't just a button anymore, it has consequences. And ships aren't "Aurora or Sentinel", they're a real choice.

Plus a stack of cleanup under the hood so the foundation for Corporations (coming in v0.13.0) actually holds.


What's New?

Player Hubs & HQ Buildings

You can finally build your own bases. A Hub is your personal anchor at a location: storage, production modules, shipyards, research, all under your name instead of rented from an NPC station.

17 different buildings are in the catalog. Power Core and Storage Vault are the foundation. Refineries, Chemical Processors, Electronics Fabs and Module Factories run the production chain. Shipyard Bay builds ships on site. Research Lab, Defense Battery, Trade Terminal, Embassy Quarter, Quantum Lab for the later game phases.

Every building levels up with its own cost curve, build time, and from level 3 onwards real material costs from your storage. Prerequisites are realistic: Power Core L4 before Shipyard Bay runs, Module Factory L1 as prerequisite. You build up, not past your wallet.

HubLicenses control which location types you can open a hub at. That's the first layer that will matter for Sovereignty later.

Combat With Real Consequences

Before, combat was in the game, but without friction. Pirates sat around, player ships lost nothing, high-sec didn't matter anyway. That's over now.

Pirate auto-aggro is back. Frequent in low-sec, rare in mid-sec, never in high-sec. NPC haulers are left alone so supply lines stay intact. Stay idle in low-sec as a player, expect visitors.

High-Sec ECON Enforcement is real. Start an illegal attack in a core system and a UDF Sentinel fleet shows up. Immediately, automatically. Heavily armed. Don't count on a return trip if you start trouble in core space.

Player loot drop is in. When your ship is destroyed, half your cargo stays at the kill site and belongs to the winner. PvP finally has a real reason to happen.

Insurance softens the blow. On ship loss you get 20% of the ship's price back as credits. Not the full damage, but enough that losing a ship isn't a game-over.

Wreckage & Salvage closes the loop. Destroyed ships leave a wreck with Scrap Metal and Salvaged Electronics, proportional to build value. Wrecks last 24h, then they're gone. Other players can salvage them. Combat scrap becomes a market.

Ships & Fitting: Much More Depth

Before there were 5 ship types. Now there are 11. Before there were 21 modules. Now there are 30.

Six new ship types cover entry and endgame:

  • Sparrow (T1 hauler, 8k Cr, 30 min build): cheap, fast, perfect for starters. Pilots joke that every Sparrow was originally something else.
  • Surveyor (T1 miner, 12k Cr): one mining mount, decent cargo, runs on a budget.
  • Skirmisher (T1 combat, 18k Cr): light fighter with a single weapon slot. Pilots call it the Coffin Nail.
  • Leviathan (T5 hauler, 280k Cr, 24h build): 1200 cargo. Glacial. Once you fly one, you fly nothing else.
  • Excavator (T5 miner, 220k Cr, 20h): four large mining arms. Park it in a field, come back when the hold is full.
  • Aegis (T5 combat, 350k Cr, 28h): four weapon hardpoints, one large spinal mount, capital shield. The reason convoys go through mid-sec at all.

12 new module variants with real trade-offs:

  • Drift Engines are slower than standard thrusters but burn 30% less fuel. For long-haul routes where fuel is the cost driver.
  • Active Shields (Burst Capacitor, Pulse Barrier, Adaptive Mesh) have less capacity but recharge three times faster. They win wars of attrition rather than absorb one-hit bursts.
  • High-Damage Weapons (Plasma Cannon, Autocannon, Siege Laser) hit harder but eat serious power and CPU. On an Aurora you can't fit them all, you have to choose.

Fitting now means real choices, not just "biggest module that fits".

Combat Script Editor lets you configure auto-combat tactics directly in-game. Block editor with dropdowns for conditions (My hull below, Enemy shield below, Range above, ...) and actions (Attack, Defend, Maneuver, Retreat). Reorder with arrow buttons. Max 20 rules per ship.

Fitting UI Live Preview shows directly on hover how power, CPU and all bonuses will change if you fit a module. Before, you only saw on click whether it fit. Now: numbers with before/after in the header, ghost bar in the background, blue highlights for values that would change.

Ship Production: One System Instead of Two

Ship building and regular production used to run in two separate pipelines, which kept maintenance complicated. From v0.12.0 on, everything goes through the same system: you build a Shipyard Bay and configure a recipe, just like any other production module. Cycle done, ship spawns, fleet gets created.

NPC ships go to market as sell orders automatically. Player ships trigger a notification when they're done.

Trade Routes

Trade Routes now have their own page in the Command Center. Multi-stop routes with buy/sell actions, four quantity modes (fixed, percentage, fill cargo, all), loop toggle, pause on loss, max cycles, ship assignment. The full set for running automated empire routes.

Navigation: Intercept, Speed Multiplier, Warp Fuel

Intercept mechanics on the map: when you fly to an orbiting location (planet, moon, moving asteroid field), the engine computes a convergence course. You don't fly to where the location is now, you fly to where it will be when you arrive. With ETA label.

Intra-system speed multiplier (2x) so supply chains within a system don't take forever.

Warp with fuel costs: inter-system jumps used to be free. Now costs scale with distance. Sol to Alpha Centauri costs 85 fuel. Long trips want planning.

NPC Logistics Phase 2

The NPC economy has grown up over several iterations. Highlights:

  • Cross-system courier contracts: NPCs post contracts across system boundaries now, haulers route automatically via warp and travel.
  • Producer companies procure via market: when an NPC module needs inputs, the company posts a buy order and dispatches courier contracts in parallel. That opens the economy to players.
  • Dispatchers decide based on ship equipment rather than predefined roles. More flexible, more stable.
  • Self-healing for empty companies: when all production modules fall away, the company rebuilds itself instead of getting stuck in idle.

Killboard "My Activity"

Killmails have been written since combat existed. Now there's a personal view. Toggle in the top right: Galaxy Feed or My Activity. In My Activity mode you see kills, losses, K/D ratio. Every row shows a kill or loss badge in green or red.

Also

  • Orbital animations on the map: locations and fleets move smoothly
  • Unified inspector panel for locations, fleets and ships
  • Cleanup under the hood: old navigation and ship pipelines from earlier versions removed, so the foundation for Corporations sits clean

Why This Matters

v0.11.0 finished the economy. NPCs trade on the open market, mining is finite, the money system is clean.

v0.12.0 builds the next layer: your own bases, real combat friction, deeper ships. You're not just a pilot anymore, you're a builder. Combat isn't "auto-attack", it's a decision with consequences. And fitting isn't trivial.

Up next (v0.13.0): Corporations with shared wallet, hangar, and roles. Finally play together.


Alpha Notice

Still alpha. Features aren't final, balance is work-in-progress, bugs exist. Late tech-tree hub buildings (Quantum Lab, Embassy Quarter) are skeleton only and activate in later versions. PvP loops are live but still lightly tested. Feedback is welcome, preferably on Discord.


Let's Go

Log in, establish a hub (Power Core L1 is quick), build a module on your own ground. Check the new killboard if you've had combat. Try the fitting UI with the new module variants. And if you're idle in low-sec: don't be surprised, somebody's coming by now.

ECON Galaxy. A solo developer project. No lootboxes. No drama.


Version 0.12.0 is live. The complete roadmap shows where we're heading.

2026-09-01
·v0.12.0 v0.13.0

ECON Galaxy v0.13.0: Frames, Crew & an Economy That Holds (Alpha)

Ships have people aboard now, and the galaxy works again

Version 0.13.0 is live. Three things at once.

A ship is no longer a line in a catalogue but a hull with slots, a registration and a log book. The people aboard are a real system for the first time instead of a personnel file nobody ever read. And the economy produces again, population grows again, and your first job is waiting right after registration instead of behind three forms.

Less glamorous but honest: a large part of this version was fixing things that worked on paper and not in practice. More on that below.


What's new?

Frames: the name on the hull decides nothing any more

It used to work like this: a Prospector mined, an Aurora hauled, and the ship type decided what the thing could do. That's over.

There are now 11 frames in four classes, named by type number instead of by marketing. A frame is a chassis with slots, a power and CPU budget and a base statline. What it can do is decided by your fitting. The interesting name belongs to the player who buys the hull.

Every hull carries a registration that survives rename, refit and sale, plus a log book: voyages, distance covered, hours flown, cargo hauled. A ship has a history, and the history goes with it when it's sold.

Refitting doesn't destroy fitted modules. They move into an equivalent slot, else into the owner's storage, else into the ship's own hold. And every frame got its own render. The one hull that came back lying sideways was redrawn.

Crew: the system that is actually new

Honest framing first: a crew page already existed. You could hire people, they had roles and attributes, and then nothing happened with them. The captain sheet carried four figures that exactly two places in the entire codebase ever read: the panel that printed them, and the backup script that copied them along.

From now on, crew is a system you cannot route around.

Nothing flies undermanned. Every frame states a minimum crew and a bunk count. Below the minimum it does not leave the dock, and one undermanned hull holds its whole fleet.

Roles decide what a fleet can do on its own. This is the heart of it:

  • Buying and selling wants a trader aboard
  • Mining wants an engineer
  • A jump between stars wants pilot and engineer, the one thing in this game that asks for two trades at once
  • Travel from low-sec onwards wants a security watching the cargo

The hull flies itself to a station on its minimum crew. But negotiating a purchase, working a rock or lining up a jump wants somebody who knows how. Your own hands at a market are unaffected: this is about what a fleet does while nobody is watching. The qualification belongs to the formation rather than the single hull. You fly together, so one trader serves the fleet.

A better trader raises a real ceiling. How much can move in a single order depends on the person: 200 units at the bottom, then 800, then 2,000, and no limit at all at the top. That is the difference between a bonus you can ignore and a route that will not run without the right person aboard.

Percentages only exist where they do something. The pilot makes the fleet faster, the engineer shortens the mining cycle. Trader, security, tactician and scientist carried bonuses that were never applied. Those are gone. A number nobody reads is a promise the game does not keep.

Wages run hourly and go to the population where the crew is stationed. The money doesn't vanish, it stays in the economy. An employer who can't pay keeps their crew and loses their goodwill.

Hiring is a journey, not a click. Somebody signed on at Earth has to reach Mars before they can stand a watch, and even at the same station they have to pack and board. Minimum 45 seconds, plus distance, plus a surcharge for leaving the system, capped at 30 minutes so a badly planned hire doesn't tie somebody up for a whole session. A fleet waits for anybody still inbound.

Your first ship comes with somebody who can fly it. A pilot, deliberately ordinary and deliberately cheap: 250 credits an hour against a first delivery worth around 1,600. Somebody who was already on the payroll when the keys changed hands.

Everybody on the payroll gets a face. Portraits were only generated for crew that came out of the seeder. Everybody else was excluded for good rather than merely waiting their turn: 3 of 155 crew had a picture.

On top of that, a crew roster that leads with the hulls that can't fly and says why. Crew members can be dragged onto a docked ship to send them over.

You're somebody aboard

The four dead captain figures are gone with nothing put in their place. What replaces them is something that actually counts: you are a person on the roster.

At character creation you spend 12 points across reflexes, intelligence, charisma and stress resistance, each starting at 3 and capped at 8. A specialist is possible, a prodigy is not. Then you pick a role: pilot, engineer, trader or security. Tactician and scientist are deliberately left out while they do nothing, because the choice can't be taken back.

After that you're crew in every way the game already understands: the same attributes, the same bunk, counted by the frame like anybody else. Your role qualifies your fleet exactly like an employee's does. Two differences: you earn no wage, because nobody pays themselves. And you can't be dismissed, because there'd be nobody left to dismiss you.

Used ships change hands as objects

The ship market doesn't trade catalogue entries any more. What's sold is that specific hull: registration, service record, fitting and crew all travel with the sale. Your own listings are marked and can't be bought back by accident. A standing listing can be repriced or withdrawn.

There's also one ship dossier used wherever a ship is selected, showing exactly what the viewer is entitled to: the owner sees everything, a buyer sees what the seller put on the table, a stranger sees the frame and the name.

Onboarding happens inside the game

Before: registration, then portrait selection, then five intro steps, then a company form. Three full-screen windows before a new player saw anything of the game.

Now: registration, and you're on the mission board with a ship, a loaded hold and a personal run. You found the company afterwards, after the first paid delivery, in a dialog instead of a form. The job comes before the paperwork.

Starting capital is paid at company founding. It used to hang on the first habitat, which was simply too late.

Jobs you can actually fly

A run belongs to a player now instead of a ship. A run used to be a contract with exactly one hull: it named the pickup point, it named the ship, and nothing else in your company could touch it. The hauler that happened to be free, the stock already sitting at the destination, the second fleet halfway there, all of it useless.

A run is a standing order: somewhere wants a quantity of something. Who brings it and where it comes from is your business.

An active mission can also be flown from the card it lives on. Before that, the only buttons were View Details and a red Abandon, and "Travel to X" was a label. Docking happens on the way in. Runs nobody can finish come off the board.

The economy works again

This is the unglamorous part, and also the most important one.

Stations produce. Every location had a production rate that no service ever wrote to. The galaxy was a pure sink: everything was consumed, nothing was made. Stations now have specialities and publish their surplus on the open market. Food stock across the galaxy before: 17. After: nearly 3,000. Food satisfaction from 0.0001 to 0.17. Manufactured goods, luxuries and medical supplies deliberately stay at zero output. That's your opening.

Population grows again. Growth was rounded to whole people per tick and the remainder thrown away. A place needed 500 residents to gain one, but only 100 to lose one. Measured across every populated location: delta zero, in both directions. That's why so many colonies sat at exactly 99.

Capacities were brought back to a readable scale, too. 83 asteroids, gas clouds and ice fields each carried 100,000 capacity, Earth alone carried 12 billion. And population was sized against what the locations' own consumption profiles already describe.

Demand appears where it exists. NPC buy orders were partly posted at the cheapest seller instead of the place that needed the goods. Now they stand where the goods are wanted.

Bids nobody stands behind are withdrawn. A station buys with its owner's money, and an unbacked bid disappears instead of luring a hauler across the system to find out on arrival that nobody is paying.

The money is metered, not printed

The economy's faucet was rebuilt. Over the whole lifetime of the game, 8.7 million credits had entered through the faction allocation, the faction AI had burned 3.5 million of that on ships nobody built, and 1.2 million had ever reached a player.

Now money appears where work is done: a delivery that fills a station's bid is paid in new credits, capped by what that faction's stations actually get through. Mission rewards are minted into escrow and burned again if nobody flies them. The faction AI no longer burns its budget.

Trade fees are territorial now. Instead of a flat 2 to 3 percent they range from 1 to 6 percent depending on whose space you trade in. You'll notice this.

Permits and construction pay the landlord: habitat licence 100 percent to the faction, HQ build 15 percent, research 10 percent.

Warp needs a warp module

Jumps between stars want a drive. The problem: warp drives only existed in large, and only 4 of the 11 frames have a large slot at all. They now come in three sizes, priced accordingly, with recipes so somebody can actually build them.

Along with that, a one-off opening stock of modules was put on the market so the fittings a ship needs can be bought in the first place.

Mail, navigation and the rest

  • In-game mail client with faction guidance after the tutorial. Conversations instead of loose messages, and you can finally tell who wrote what.
  • Email notification for unread in-game mail, so messages don't sit there for months.
  • Command Center regrouped. Navigation follows activities now instead of the shape of the database.
  • Market filterable by star system, and from a docked hold you can sell straight into a bid you can see. If nobody here is buying, the button tells you where it looks better.
  • Trading partners are named and linked on the transactions page. You can see who you traded with.
  • Fleets hold station and dock on arrival instead of waiting in orbit.
  • Rank tells the truth now. The chip printed "Top N percent", and N was the share of the field you were ahead of. A company sitting 24th of 27 was told it was top 11 percent, the one in first place top 96.
  • HUD split into separate panels for credits, fleet, crew, habitats, research, revenue and rank.
  • Public pages are server-rendered, with a sitemap and traffic attribution. Crawlers used to get an empty shell with no title.
  • 5,147 "Production Complete" notifications reached a single player in three days. None of them were ever opened. Fixed.

Why this matters

v0.12.0 delivered bases, combat and ship depth. What was missing was a world for all of it to happen in: production stood still, population could neither grow nor shrink, and a new player faced four forms before being allowed to move a ship.

v0.13.0 repairs the foundation and at the same time builds the layer on top that makes ships interesting: a hull is an object with a history, the people aboard cost money and decide what you can operate at all, and you are one of them.

Next up (v0.14.0): Corporations with a shared wallet, hangar and roles. Finally playing together.


Alpha note

This is still alpha. Features aren't final, balance is a work in progress, bugs exist. The new crew economy in particular wants watching: wages are a running cost, and whether the numbers hold up only shows in operation. Feedback is welcome, ideally on Discord.


Get going

Log in, create your character, look at who's sitting on your ship and what they cost. Fly the first run, found the company afterwards. And take a look at the used ship market: everything on it has a past.

ECON Galaxy. A solo developer project. No lootboxes. No drama.


Version 0.13.0 is live. The full roadmap shows where this is going.

2026-09-01
·v0.13.0 v0.13.1

ECON Galaxy v0.13.1: Dispatch, Fittings and a Long List of Repairs (Alpha)

Tell a fleet what you want, not every step of how to get it

Version 0.13.1 is live. It is a point release by the version number and a fairly large one by what is in it, most of it either about the moment you decide what a ship should do, or about the things that quietly did not work once the galaxy started moving again.

Two new screens carry the release. The dispatch board turns an intent into a queue of orders instead of making you build the queue by hand. And fitting a hull is finally a decision, because there is now more than one module that fits the bay, a place to try a fit before paying for it, and a way to save the one that worked.

The rest is repair work, and there was a lot of it. Most of it only became visible after v0.13.0 got the companies moving: a fleet that never cast off looks fine right up until something asks it to leave.


What's new?

The dispatch board: open work on the left, fleets on the right

Fleet > Dispatch is a new screen and it replaces Trade Routes, which is gone. That is the honest version: the old screen let you configure something nothing in the game ever executed.

The left side is a stack of open work, sorted by how soon something runs out rather than by what it pays. Two kinds of card land there: missions you have accepted, and standing market orders that need moving. The right side is your fleets. Pick one, hand it a card, and the game builds the run: travel, load, travel, unload, in the right order with the right quantities.

You can still build an order queue by hand. The point is that you no longer have to for the two cases you do fifty times.

If you had a bookmark to /command/trade-routes it will 404 now. No player data was dropped in the process, and NPC trading was untouched.

Four grades of everything, in all three sizes

A reactor bay used to take the one reactor that fitted. What variety existed ran sideways: two shields trading capacity against recharge, never up and down. So most bays held no decision at all.

Every module role now runs salvage, standard, military and prototype, in small, medium and large. Counted on production that is 134 modules across the five bay types, generated from role definitions rather than written out row by row and left to drift apart.

Two axes make a grade mean something. Cheap gear does less and draws more: 60% of standard output for 140% of the power and CPU, against a prototype's 220% output for 80% draw. So the power grid is what stops a new player fitting everything, and working up the grades is how that ceiling lifts. Price climbs steeply too, from roughly 0.3x the hull for a full salvage fit to about 6x at prototype. That is a campaign, not a shopping trip.

Existing modules keep their names at the grade they sit at, because 423 of them are bolted into ships and 241 sit on the market.

Engines: three ways to fill the bay instead of one

The engine choice was a false one. A warp drive did nothing in normal space and a thruster could not cross between stars, so on the four frames with a single engine bay the answer was always the warp drive. The thruster was dead inventory on those hulls, and there was no large thruster at all, so every large bay in the game could only ever hold a warp drive.

A warp drive is now a modest engine rather than none, so a ship that can leave the system is not crawling at home. And thrusters are worth what they cost: a Plasma Thruster more than doubles a hull's speed where it used to add a third. Two new large thrusters mean a large bay finally has a question in it.

Work out what a hull would do before paying for it

Pick a frame, drop modules into its bays, read what the ship would be. Nothing is owned, bought or fitted, and the catalogue is every module in the game rather than whatever happens to be in your hold, because the question this answers is what to buy.

The one thing that would make it worthless is arithmetic of its own. A simulator that disagrees with the game sends people out to spend credits on numbers that were never true, so every figure runs through the same code the game runs on.

This exists because somebody fitted two mining lasers to a hull and found out afterwards that the warp drive he needed no longer had the power to run. Nothing in the game would have told him beforehand.

A fit worth keeping

Working out a fit takes a while, and until now the only place it lived was the page you were looking at. Name it, save it, load it back.

What gets stored is what each module is and what kind of bay it sat in, never which slot row held it. Slot ids do not survive a layout change, and eleven frames were reshaped three days before this shipped, so a fit keyed on those ids would have come back empty with nothing to say it ever had anything in it. Where a new layout has fewer bays of some kind, the modules that no longer have a home are named on the page rather than quietly missing.

The market list stops being one long column

The market sidebar listed everything the galaxy sells as one flat column, in load order, so finding a medium engine meant scrolling past every reactor, shield and crate of ore on the way.

It is a two level tree now. Modules group by slot type and then by slot size, goods by category. The whole market reads as about twenty lines with counts instead of two hundred rows, and one click lands on Engines > Medium.

A job board with people on it

The mission screen was a stack of grey rows: title, difficulty, reward, destination. Who was asking never appeared, even though every run on the board is posted by a named officer at a station on behalf of a faction, and the game already had portraits for the officers and crests for the factions.

It reads as a room now. Down the left is everybody hiring, each row a portrait with their faction's crest in the corner and the number of runs they have out. Picking one fills the middle with that agent's job sheet, greeting and all.

A payroll you can leave

You could hire somebody and you could put them ashore. You could never let them go. Taking a person off a hull left them standing at the dock and still on the books, and the wage run is hourly, so somebody nobody had any use for billed their employer every hour for the rest of the game with no way out of it.

Now there is a way out of it.


The repairs

Less glamorous, and the reason the rest holds up. Everything below was measured on production before it was fixed.

  • Nine trading fleets and not one trader between them. NPC hulls were crewed up to their minimum with roles dealt round robin from a list starting with pilot, and almost every NPC hull wants exactly one hand. Of 69 NPC fleets, one had a trader and 23 had an engineer. A trader is the price of buying or selling anything at all, so 1,192 orders were refused in a single day for want of one.
  • Nobody moors twice. A fleet already inside docking range was treated as arrived, then refused docking because it was already docked, and the order was marked done anyway. So the fleet never cast off and every step after it ran at the berth it had not left. On one day that was every trading fleet in the game: nine of them sat at Luna holding 150 Art each, under orders to be somewhere else.
  • A route the crew cannot fly is a route nobody plans. Travel into rough space wants somebody watching the cargo, and that rule only existed at the moment an order ran, not when the route was planned. So fleets were routed where their crew may not go and then held on that leg for good. One fleet collected 174 refusals in an hour.
  • One buyer who cannot pay no longer stops every market behind them. The matcher walks 625 location and commodity combinations in a single loop. A buy order escrows quantity times bid, but the buyer owes trade tax out of the same wallet, so a thin spread meant the commitment fell short of the bill. When the main wallet was empty too, paying the seller threw, and the exception killed the whole run.
  • A fleet order fills every hold, not just the flagship's. Unload already walked the whole fleet and mining already spilled its yield into every hold. Load, buy and sell were the three that still saw one hull, so a hauler flying two berths behind stayed empty and had to be filled by hand.
  • Two factor auth locked the account it was protecting. Almost every route sits behind a locale prefix, and the challenge redirect had no locale to put in it. Nobody on production had 2FA switched on, so it had never fired. The first person to enable it would have locked themselves out of their own account.
  • A failing cargo transfer says what went wrong instead of failing quietly.
  • Fifteen module renders that nobody had drawn now exist, and the art is per module type rather than per role, so a reactor and a shield no longer share a picture.
  • A hull in the shop window is stock, not a ship in service. Ships listed on the market could end up crewed and back in a fleet at the same time. Fixed, plus a migration that takes the affected hulls back out.
  • A frame gets the shape it was given. The reshaping in v0.13.0 did not fully land the first time.

Why this matters

v0.13.0 gave ships people, history and a working economy around them. What it did not give you was much to decide. A bay took the one module that fitted, and telling a fleet to do something meant spelling out every leg of it.

v0.13.1 is about the decisions: which grade you can afford to run, what that costs you in power, and whether you want to plan a run or hand over the intent and let the board plan it. The repair list underneath is the part that makes any of that trustworthy, because a fleet that never leaves the berth makes every other feature theoretical.

Where this is going is on the roadmap.


Alpha note

This is still alpha. Features are not final, balance is a work in progress, bugs exist. Module grades in particular want watching: the power grid is now the thing that limits a fit, and whether those numbers hold up only shows in operation. Feedback is welcome, ideally on Discord.


Get going

Open Fleet > Dispatch and look at what your fleets are supposed to be doing. Then take a hull into the fitting simulator before you spend anything, and save the fit that works.

ECON Galaxy. A solo developer project. No lootboxes. No drama.


Version 0.13.1 is live. The full roadmap shows where this is going.

2026-09-01
·v0.13.1 v0.14.0

ECON Galaxy v0.14.0: A Crew Worth Choosing (Alpha)

The people on your ships stop being a number

A player asked in Discord what the crew actually does beyond pilot and engineer. The honest answer at the time was: of six roles, two carried a bonus, two only qualified a fleet for something, and two did nothing at all. The help article promised effects that no code had ever applied.

This release is the answer to that question, and it turned out to need the data model rebuilt rather than a few numbers filled in. A crew member used to hold one role and one skill level. Now they hold a level in any number of trades, work at most two of them on a ship, and get better at whatever they actually do.

Two things came with it. The hiring board had been frozen since January, offering the same people month after month, so it now refills itself from the places people live. And there is finally work on the mission board for somebody with an empty account, which mattered more than it sounds: most accounts in the game are empty.


What's new?

Seven trades, and people who grow into them

A person holds a level in as many trades as they have learned. On a ship they work two of them: a primary and a second duty, the second at three quarters. Training never lapses, so splitting somebody's attention costs performance and never costs the fleet its permission to go.

Each trade earns its keep in a different way, which is the whole point. There are no percentages, because comparing two percentages is not a decision.

  • Captain unlocks the automation that was already in the game. Looping a queue at level 3, running orders on conditions at level 5, and more hulls under one command as they grow. Going over capacity is not a wall: no new complex work starts, and running orders keep running.
  • Engineer gates the modules. What a module asks for comes off its bay size and its rarity, so the high end warp drive now needs somebody aboard who can run it, not just the credits to buy it.
  • Trader raises a real ceiling on the size of a deal. Still no price edge, because a price edge is a percentage.
  • Pilot qualifies a jump. The speed bonus is gone: the same engine does not push harder in better hands.
  • Security is what lets a fleet travel into unsafe space at all.
  • Tactician and Scientist exist and do nothing yet. They are waiting on fleet combat, and saying so is better than inventing an effect for them.

Work teaches. Every order a fleet finishes pays experience into the trades that carried it, and slowly: about six orders for a first level, well over a thousand to reach the top of one. Anybody may stand any watch, trained or not, because that is the only way to grow a crew instead of buying one. What it costs you is that a trade at zero qualifies the fleet for nothing.

The six attributes are gone. Only two things ever read them: the portrait generator, and the quality score that set a hire's price. So the game was charging a premium for figures that never reached a ship, and advertising somebody as Elite while they were a level two trader. Both read the trades now.

Nobody loses anything in the move. Existing crew keep the trade they had, and every fleet is given somebody in command who can run exactly what that fleet is running today and not a level more. Fitted modules were left alone.

A hiring board that is actually hiring

The board was filled once, on the 21st of January, and never again. Seven months later the galaxy was still offering the same 69 people, minus whoever had been signed out of them, spread over 45 places by a one off random draw. If you went looking for an engineer last week you were reading a notice from January.

Offers now come from the places people live. Every location above a population threshold holds open offers in proportion to how many people live there, and nobody waits forever: an offer that stands unanswered long enough is somebody who took work elsewhere, and it comes down. Hiring somebody leaves a gap that the next pass fills. On production right now that is 44 open offers across 28 places, and the newest of them was written last night.

Courier runs: work you can take with nothing in the bank

Twenty five of thirty one accounts in this game hold under a thousand credits, and until now every way out of that needed capital first. The cheapest run on the board asked you to buy 500 credits of water in order to be paid 450 for it. The cheapest engineer wanted 7,680 up front before a fitted mining laser could be pointed at a rock. Being broke was terminal.

Two separate things were wrong, and both are fixed.

Transport runs lost money to fly. The reward was a cut of what the destination pays per unit, against a cargo you buy at the full asking price, which only comes out ahead on a spread of about six to one. Of the offers on the live board that could be sourced at all, most paid less than the cargo cost. A transport run now reimburses the goods and pays a margin for the trip on top. It also tells you where to pick the cargo up, which it never did before: every offer used to read "from -" while the board knew the answer the whole time.

And there was no job at all for somebody with an empty account. Courier runs are that job: the client's cargo, the client's money, your hull and your time. There are 24 of them on the board as this goes out, paying between roughly 1,660 and 9,000 credits, and you need no credits to take one.

The cargo does not come from nowhere, which matters more than it might seem. A courier run points at one real open sell order, and at pickup the faction buys those units at the asking price. The seller gets paid, their stock goes down, the order is filled by exactly what was taken, and only then does anything reach your hold. Writing the goods into the hold and calling it "provided by the client" would have been a printing press competing with the production chains the whole economy is built on.

The obvious exploit is closed too. Consigned cargo is not yours to sell, or a courier run would be a way to buy water at nothing and sell it at 280. Give a run up or miss its deadline and the client's goods come back out of your hold and sit down as station stock where you collected them. Nothing destroyed, nothing created.

One payday, one line

One payday writes one entry per station your crew is stationed at, so each population is credited what its own people earned. Read back as history that was four identical Crew Wages lines every hour, and a day of play buried everything else under a hundred of them.

Rows that share an hour, a reason and a direction now arrive as one entry that opens up, and the paging counts entries rather than the rows behind them. The panel in the top bar reads the same grouping as the page, so the two no longer disagree about how much happened.


The repairs

Less glamorous, and the reason the rest holds up. Everything below was measured on production before it was fixed.

  • The same crew member cost six times as much depending on where you hired them. A player reported that wages were bankrupting his company. They were: 20,101 credits an hour against 28,903 in the bank, and over a day the wage bill came to 131 percent of everything the company earned while he was trading, running missions and collecting bounties throughout. There was no leak and nobody was idle. There were simply two prices for the same work: crew already aboard were priced on a scale, and the hiring market was priced by a dice roll that never looked at skill at all. He was paying 4,785 an hour for a level 3 that 47 other employers had for 760, and nothing on the screen told him which one he was buying. There is one scale now, and the signing fee reads as hours of the wage, so it says something about the person for the first time.
  • A fleet warped away while a crew member was still on a shuttle to it. The fleet screen said "Cannot leave the dock: Pathfinder has 4 crew still on the way" and the fleet jumped to Alpha Centauri over the top of the message. The rule existed on the undock and travel paths, and crossing between stars took neither of them. Fly To and Warp are disabled while a blocker stands now, with the reason as the tooltip.
  • The dispatcher sent fleets to systems a travel order cannot reach. A player pulled an open mission onto a fleet through the dispatch board and the fleet never left Luna, because the run crossed a system border and a travel order does not. It retried every ten seconds for close to two hours. Order chains now track where the fleet stands as they are written, so a stop in another system gets a jump ahead of it and a stop the fleet is already standing at gets nothing at all.
  • An order that ran stays in the way of the ones that have not. The queue kept every step it had already worked through, and the fleet switched itself off at the end of the list. Handing that fleet new work appended it behind a wall of finished steps on a fleet that had stopped, so nothing left the dock. Finished steps now leave the queue and are written to history: what they were, what they achieved, and what the game said at the time. Looping queues keep their steps, because there the list is a program rather than a run that ends.
  • The next stop belongs to the system the jump ends in. With "Warp to Sol" already in a queue, the next stop is a berth in Sol, but the editor kept asking where the fleet stands right now and offered the berths it was about to leave. The editor now names the system it is planning in, next to the field.
  • A run nobody could finish, with no sign of why. A run had expired and the card said nothing about it: no deadline, no warning, and a hand over button that invited a click which would quietly fail the run. The only clock on a delivery was the board's, so a run taken twenty three hours into its listing gave you an hour to cross a system border. A run now carries its own deadline from the moment you accept it, which is what the details panel had been promising all along.
  • Three pages had no way back. Commodity detail, notifications and the old ships dashboard rendered with an empty tab bar and nothing lit, so the browser's back button was the only exit. Habitat detail was a quieter version of the same thing: the busiest area of the game showed its bar with neither tab marked. Missions have also moved out of Warfare, where they had been filed by alphabet rather than by what you are doing.

Why this matters

The pitch for this game is that you build a company that runs without you. A company is people, and until this release the people were a number with a job title on it. You could not tell what you were buying, what you were paying for it, or what anybody would ever become.

Now hiring is a decision with something behind it, the board you hire from is alive, and the crew you already have gets better at the work you actually give them. And if you have no money at all, there is finally something on the board you can take.

Where this is going is on the roadmap.


Alpha note

This is still alpha. Features are not final, balance is a work in progress, bugs exist. The learning curve wants watching in particular: about six orders for a first level and well over a thousand for the top of a trade is a guess at what feels right, and only operation will show whether it does. Two of the seven trades do nothing yet and are waiting on fleet combat. Feedback is welcome, ideally on Discord.


Get going

Open your fleet screen and look at who is actually aboard, then take a look at the hiring board in a place with people in it. If your account is empty, the mission board has courier work on it that costs you nothing to start.

ECON Galaxy. A solo developer project. No lootboxes. No drama.


Version 0.14.0 is live. The full roadmap shows where this is going.

2026-09-01
·v0.6.0 v0.7.0

ECON Galaxy v0.6.0 & v0.7.0 – Two New Features (Alpha)

Small Updates, Big Impact

Version 0.6.0 and 0.7.0 are now live. Two features that significantly improve your gameplay: A new Ship Operation System and a slot-based fitting system. Not a revolution, but solid progress.


v0.6.0: Ship Operation System

Finally, all ship actions in one place instead of scattered across three different menus. Small improvement, big difference in daily use.

What's new:

  • Central ship control center (everything in one place)
  • Context-based actions (only what makes sense right now)
  • Ship status at a glance
  • Activity log (so you don't forget what you did 2 hours ago)
  • Welcome screen (introduction to the lore – foundation for future missions and events)
  • Active player display (see that you're not alone)
  • Improved production control

v0.7.0: Ship Fitting System

Slots and modules for your ship. Now you can customize your ship and try out different configurations. The foundation for future combat gameplay.

What's new:

  • Slot-based fitting (different slot sizes: S, M, L, XL)
  • Different hull types with their own slot layouts
  • Modules: Weapons, Shields, Cargo, Utility (basics to start with)
  • Energy and weight system (balance is necessary)
  • Modules are part of the economy (produced and tradeable)
  • Fitting UI in the Ship Operation Modal

Why This Matters

These two updates are the technical foundation for upcoming features:

  • Skills & Training (v0.8.0)
  • Combat Mechanics (v0.9.0)
  • PvE Content (later)

No combat without fitting. No proper control without ship operations. Makes sense, right?


Alpha Notice

Yes, this is still an alpha. Bugs are possible, features aren't final, balance is work-in-progress. Feedback is welcome – preferably on Discord.


Let's Go

Log in and try out the new features. Experiment with fittings, optimize your setups, and prepare for the next updates.

ECON Galaxy – A solo developer project. No lootboxes. No drama.


Version 0.6.0 & 0.7.0 are live. The complete Roadmap shows where we're headed.

2026-09-01
·v0.7.0 v0.8.0

ECON Galaxy v0.8.0 – Your Crew Awaits (Alpha)

Finally Not Alone Anymore

Version 0.8.0 is live. This time it's about people: Your crew. A complete crew management system, so your ship isn't just a flying tin can with you inside.


What's New?

Crew Management System

You can now hire, manage, and assign crew members to your ships. Each crew member has:

  • Role: Pilot, Engineer, Tactician, Scientist, Trader, or Security Chief
  • Attributes: Intelligence, Reflexes, Loyalty, Stress Resistance, Charisma, ECON Conformity
  • Specializations: Role-specific skills that level up with XP
  • Personality: Age, origin, faction, contract type
  • Status: Level, morale, mission history

In the Crew Market, you can hire new members. Quality ranges from Novice to Elite (yeah, sometimes you get a dud).

Captain Attributes

You're not just a space pilot, you're a Captain. And Captains now have attributes:

  • Leadership – How many people follow you (or at least pretend to)
  • Instinct – Your gut feeling (sometimes better than a scanner)
  • Technical – Can you fix a ship or do you call the Engineer?
  • Diplomacy – Talk or shoot? (Important for factions later)

These attributes will later influence skills, missions, and how your crew reacts to you.

Sound System

Small side note: The game now has sound effects. Nothing groundbreaking, but better than complete silence. If it gets annoying: Mute button is in the sidebar.


Why This Matters

This update is the foundation for upcoming features:

  • Missions & PvE (v0.9.0) – No crew, no missions
  • Combat Mechanics – Your crew makes the difference
  • Faction Reputation – Diplomacy & Loyalty become relevant

The crew isn't just decoration. They'll actively influence skills, bonuses, and your survival chances later.


Alpha Notice

This is still an alpha. Features aren't final, balance is work-in-progress, bugs exist. Feedback is welcome – preferably on Discord.


Let's Go

Log in, visit the Crew Market, hire your first people. Build your team, experiment with different roles, and prepare for v0.9.0.

ECON Galaxy – A solo developer project. No lootboxes. No drama.


Version 0.8.0 is live. The complete roadmap shows where we're heading.