Development Roadmap

The path to a complete Grand Strategy economic simulation

v0.1.0

Released

Foundation: Solo Gameplay

  • Authentication & Account System
  • Single Star System (Sol) with 3 planets
  • Basic Ship Movement, Docking, Trading
  • Simple Economy Loop (Buy/Sell)
  • Fuel & Cargo Management
  • Modern Space-themed UI/UX

v0.2.0

Released

Persistent World Foundation

  • Scalable Database Architecture for MMO
  • 10 handcrafted star systems
  • 22 tradeable commodities (5 categories)
  • 12 Jump Gates between systems
  • Security Zones: High/Mid/Low/Null-Sec
  • Volume-based Cargo System
  • Extended Solo Trading Routes

v0.3.0

Released

Realtime Multiplayer (Alpha)

  • WebSocket Infrastructure for Real-time Communication
  • See & Track Other Players
  • Shared Universe for All Players
  • Real-time Ship Movement
  • Chat System (Backend)

v0.3.1

Released

Chat System Complete

  • Full ChatPanel with Modern UI
  • Multi-Channel Chat (Global, System & Local)
  • Real-time Message Broadcasting
  • Private Ship Channel for Personal Updates
  • Chat History & Auto-Scroll

v0.3.2

Released

Enhanced User Experience & Map Interactions

  • Interactive Map with Pan/Zoom Functionality
  • Animated Ship Markers with Travel Animations
  • User Activity Tracking (last_activity column)
  • Automated Player Statistics Updates (every 5 min)
  • Simplified Dark Mode
  • Enhanced Feedback System with Security Challenge
  • Improved Action Completion Detection

v0.4.0

Released

Player-Driven Economy & UI Enhancements

  • Dynamic Pricing based on Supply & Demand
  • Market Orders: Limit Buy/Sell Orders with Order Book
  • Trading Interface with Quick Trade & Limit Orders
  • Price History Charts & Market Trends
  • Planet Economy Simulation & NPC Trading
  • Trade Transactions Tracking & Market History
  • Order Matching Service for automatic execution
  • Planet Commodity Profiles (Production/Consumption)
  • Enhanced Map: Planet & Ship Info Display with Actions
  • Atmospheric Glow Effects for Planets
  • Quick Trade Quantity Buttons (10%, 25%, 50%, 100%)
  • Location-based Navigation (Planets → Locations)

v0.4.1

Released

Galaxy View & Solar Sails

  • Solar Sail Technology (fuel-free travel)
  • Galaxy View with System Overview & Security Levels
  • Undiscovered Systems in Galaxy View
  • Stock Management for Planet Commodities
  • Jump Gates without Fuel Cost
  • Enhanced Price Modifiers (Stock, Economy, Supply/Demand)
  • Economy Data Display (Producers/Consumers)
  • Discord Link & Feedback Options in Sidebar
  • Nearby Ships API & Enhanced Docking Logic
  • Improved Refueling Logic & Solar Sail Refuel Time

v0.5.0

Released

Locations & Infrastructure Refactoring

  • Rename: "Planets" → "Locations" (more flexible architecture)
  • Unified Jump Gate System (single system model)
  • Current System Tracking for Ships (current_system_id)
  • Commodity Recipes System & consumption_purpose
  • Polling-based Updates (migration from WebSocket)
  • Location Details Modal with extended information
  • Refactored Cargo Management & Code Structure
  • Improved Location Economy Service Architecture

v0.6.0

Released

Ship Operation System

  • Central Ship Control Center
  • Context-based Ship Actions
  • Unified Control Interface
  • Ship Status at a Glance
  • Activity Log for Ship Actions
  • Welcome Screen with Special Effects
  • Active Player Display
  • Smart Production Control

v0.7.0

Released

Ship Fitting System: Slots and Modules

  • Introduction of slot-based ship fitting
  • Different hull types with individual slot distributions
  • Slot sizes (S, M, L, XL) for specialized modules
  • Base modules: Weapons, Shields, Cargo, Utility
  • Energy and weight system for balance
  • Clear fitting UI in Ship Operation Modal
  • Basic production logic for modules (connection to economy system)

v0.8.0

Released

Crew Roster & Crew Market

  • Crew Management: Hire and manage crew members
  • Crew Roles: Pilot, Engineer, Tactician, Scientist, Trader, Security
  • Crew Attributes & Specializations
  • Crew Market for hiring new members
  • Morale System
  • Note: crew was created here, but only starts to matter in v0.13.0

v0.9.0

Released

Interactive Star Map & AU Navigation

  • AU-based navigation system (realistic distances)
  • Interactive System Selector Panel
  • Asteroids & moons visible on map
  • Orbital paths for celestial bodies
  • Jump Gate visualization between systems
  • Docking range indicators
  • Enhanced ship speed indicators
  • Extended space object properties

v0.9.1

Released

Global Search & Company Profiles

  • Global Search with Command Palette (Cmd+K)
  • Company Profiles & Business Overview
  • Production Slots System with Rentals
  • Jump Gates removed (direct travel between systems)
  • Simplified Galaxy Market UI
  • New Commodity & Ship Images

v0.10.0

Released

NPC Economy & Combat Phase 1–3

  • Living NPC economy: 6 NPC companies mining, hauling, producing and selling in a closed supply-chain loop
  • NPC companies as real user accounts (unified credit and fleet system)
  • Fleet-first architecture: fleets replace individual ships as the primary unit, fleet combat UI
  • Combat Phase 1: Frontier pirates, bounties, loot, killboard
  • Combat Phase 2: sovereignty beacons & territorial control
  • Combat Phase 3: fleet combat, personal fleets, pirate fleets
  • Warp Cells commodity & time-only warp travel
  • Production slot rental (player + NPC) with dynamic NPC pricing
  • Consumer goods economy: populations get supplied, satisfaction tracking
  • Courier contracts, faction loans, NPC capacity planner
  • All LLM/OpenAI dependencies removed — deterministic decision engines

v0.11.0

Released

Mining, Galaxy Map & ECON Network Phase B

  • Interactive Galaxy Map with canvas renderer, sidebar and detail inspectors for locations & ships
  • Game-style HUD shell replaces the old sidebar layout, transaction modal & clickable KPIs
  • Mining Phase A: richness system, depletion, discovery events, autonomous mining orders
  • NPC Market Maker: NPC companies publish real buy and sell orders on the open market
  • ECON Network (Phase B): polymorphic wallet model, every credit move routed through a central service, econ:reconcile command
  • Working Capital Loans with risk-based interest rates and Corporate Research & Capabilities
  • Revenue Analytics: 24h trend KPI, breakdown modal with sparkline, RevenueKpiTest coverage
  • Economy Health Monitoring with new NPC integrity sensors (inactive producers, role-less ships, bleeding companies)
  • Dynamic Galaxy Events with HUD updates, fleet tooltips, ATC trail dots and fleet click tooltips
  • Fleet-level cargo loading, comprehensive ShipLog (load/unload/buy/sell/mine + NPC dock/undock)
  • Player market orders moved to user ownership, My Orders tab, ISK → Cr rename, new hero landing page with live KPIs

v0.12.0

Released

Player Habitats, Combat & Ship Systems

  • Player Habitats: 17 HQ buildings with level engine, material costs and prerequisites
  • Combat friction: pirate aggro, ECON enforcement in high-sec, player loot drop, insurance, wreckage & salvage
  • Ship depth: 6 new ship types (T1 Sparrow/Surveyor/Skirmisher, T5 Leviathan/Excavator/Aegis)
  • 12 new module variants with real trade-offs (Drift Engines, Active Shields, High-Damage Weapons)
  • Combat Script Editor UI and Fitting UI live preview
  • Ship production folded into the normal production system (one pipeline)
  • Trade Routes UI unlocked, page reachable
  • Fleet-centric navigation, intercept mechanics, warp with fuel costs
  • NPC Logistics Phase 2: cross-system courier contracts, producer procurement via market

v0.13.0

Current Version

Frames, Crew & Living Economy

  • Frames instead of ship types: 11 hulls with slot layouts, the role comes from the fitting
  • Every hull carries a registration and a log book: voyages, distance, hours, cargo hauled
  • Used ship market: hulls change hands with fitting, service record and crew
  • Crew becomes a system: minimum crew per frame, undermanned hulls hold their whole fleet
  • Roles qualify the fleet: trader to trade, engineer to mine, pilot + engineer to jump, security from low-sec
  • Hourly wages paid to the local population, hiring is a journey with a duration, trader class caps order size
  • Bonuses only where they are applied; the four dead captain figures removed
  • The player is a person on the roster: character creation with attributes, role and portrait
  • Portraits for the whole payroll instead of seeded crew only
  • Onboarding inside the game: ship, cargo and first run right after registration, company later
  • Runs belong to a player instead of a ship and can be flown from the card they live on
  • Stations produce their specialities and publish surplus on the open market
  • Population grows and shrinks again, capacities brought back to a readable scale
  • Money is metered, not printed: deliveries mint credits, trade fees 1-6% by territory
  • Warp requires a warp module, now in three sizes with recipes
  • In-game mail with faction guidance, mail notifications, activity-based command center navigation
  • Market filterable by star system, selling from a docked hold into a bid you can see
  • Server-side rendering, sitemap and traffic attribution for the public pages

v0.14.0

Next Up

Corporations: Shared Wallet, Hangar & Roles

  • Corporate Wallet with shared budget and EconTransaction ledger
  • Shared corp hangar for ships, modules and commodities
  • Role system: CEO, Director, Member with granular permissions
  • Internal asset transfers and member payouts
  • Corp activity feed with trades, killmails, production events
  • Corp recruiting: applications, invites, kicks
  • Corp overview in HUD with live KPIs

v0.15.0

Planned

Trade Route Manager & Empire Automation

  • Scheduling engine: cron-based automatic route execution
  • Condition engine: price thresholds, stock levels, time windows
  • Profit/expense tracking per route with cycle history
  • Pause-on-loss and max-cycles as safety limits
  • Multi-ship routes with fleet assignment and automatic handoff
  • Empire that runs without you: the core promise, delivered

v0.16.0

Planned

Living Locations: Population UI & Migration

  • Population dashboard on location pages
  • Satisfaction visualization per category (food, water, oxygen, medical, luxury, …)
  • Growth/shrink rates with trend indicators
  • Scarcity warnings and demand forecasts
  • Inter-location migration: population moves on crisis or boom
  • Population events in the galaxy event stream
  • Player influence on migration through supply choices

v0.17.0

Planned

Alliances, Standings & War Declarations

  • Alliance model: multi-corp alliances with shared banner
  • Standings between corps: friendly, neutral, hostile, at war
  • War declarations with cooldowns and conditions
  • Diplomatic contracts & trade agreements
  • Shared killboards and alliance chat channel
  • Alliance reputation and public profile
  • Sanctions, embargoes & economic warfare

v0.18.0

Planned

Sovereignty Endgame & Faction Warfare

  • Faction warfare missions with standings rewards
  • PvP protection in high-sec, bounties & rewards in null-sec
  • Sovereignty decay: beacons lose HP over time without upkeep
  • Automatic faction NPC response to claim loss
  • Module damage modifiers in combat
  • Formation bonus & crit system for fleet combat
  • Faction warfare killboard with dedicated stats

v0.19.0

Planned

Crew Progression & Officer Specialization

  • Real training system: spend XP to level up specific skills
  • Talent trees per crew role (pilot, engineer, tactician, trader, …)
  • Officer tiers: junior, senior, veteran, legendary with stat boosts
  • Crew death on ship loss with morale & loyalty fallout
  • Visible crew modifiers across combat, mining, trading & production
  • Crew insurance & contracts with death clauses
  • Famous captains: public profiles, hall of fame
  • Crew quarters on stations for healing & shore leave

v0.20.0

Planned

Exploration, Cosmic Signatures & Salvaging

  • Probe ships & long-range scanners to uncover new systems
  • Cosmic signatures: combat sites, ore anomalies, gas clouds, data sites
  • Survey mechanic: scan asteroid quality & volume before mining
  • Salvager module: strip wrecks for loot, modules and tech
  • Hidden locations: dead drops, pirate hideouts, black market stations
  • Dynamic asteroid field regeneration with spawn events
  • Player cartography: sell map data, bounties on unexplored regions
  • Archaeology: ancient tech in old wrecks and forgotten stations

v0.21.0

Planned

Player-Owned Stations & Custom Production

  • Build your own stations in claimed systems
  • Modular building: module slots, power grid, cargo bays
  • Custom supply chains: player-designed production lines
  • Station defense: turrets, weapons, drone bays
  • Station marketplaces: rent slots to other players
  • Tax income from external player rentals
  • Conservation checks to protect the NPC economy

v1.0.0

Planned

Official Grand Strategy Release

  • Hundreds of Star Systems with unique economies
  • Fully functional Player-Driven Economy
  • Complex Production Chains & Supply Networks
  • ECON AI System with emergent narratives
  • Territorial Control & Corporate Warfare
  • Diplomacy, Espionage & Political Intrigue
  • 24/7 Production Server Infrastructure
  • Community Tools, APIs & Economic Analytics
  • Tutorial: From Startup to Mega-Corporation
  • Fair F2P Model without Pay-to-Win

The roadmap leads from the current state (v0.13.0) through 9 more major versions to the official Grand Strategy launch (v1.0.0). From solo pilot to galactic corporate CEO!