PROTOTYPE
Top-down stealth-survival. You run a tiny mining colony in hostile space.
Dispatch ships between asteroids to grow the operation, but bigger swarms are
easier to spot. The core tension: grow vs. hide.
| GENRE | Stealth-survival, top-down, real-time |
| PLATFORM | Windows x64, self-contained |
| ENGINE | Godot |
| STATUS | Prototype v0.5: rich zones and fleet dispatch |
detection = instant game over (for now)
asteroids spawn in connected clusters; slots fill, extras queue
loaded ships fly slower: loaded = visible longer
rich zones draw miners and hostiles alike
DEVLOG
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2026-05-10
v0.5
Rich zones + fleet dispatch.
New
- Asteroids carry quality tiers with a rich-zone cluster bias; hostiles spawn and target there too, so the best ground is also the loudest.
- Fleet dispatch fans across targets: mid-launch retarget when you click a second asteroid, plus queue-aware launcher tolerance so a 50-ship backlog clears in seconds instead of trickling.
Changes
- Orbit insertion tightened to land ships on the ring instead of drifting high.
Watching a launcher fan out across a 50-ship backlog finally feels like a fleet, not a conga line.
-
2026-04-27
v0.4
Smarter hostiles + base building.
New
- Hostiles hunt: memory of asteroids they've passed, swept-path alerts, and suppression while laying low.
- Heat-map overlay tracking mining and thrust; hostiles drift toward heat.
- Buildable gates, per-dock ship assignment, per-launcher cooldowns.
- Asteroid hover panel; camera pans on WASD/arrows and zooms to the cursor.
Changes
- Orbit insertion and landing visibly smoother (cruise-then-flip handover, spiral descent).
- Base now an octagon; asteroids drawn as rough polygons; concurrent ships take distinct arcs.
The heat overlay turns "are they about to spot me?" from a hunch into a read.
-
2026-04-23
v0.3
Cluster maps + pause menu.
New
- Asteroids spawn in connected clusters with distinctive oval shapes per cluster.
- Pause menu with Continue / Restart / Exit.
Changes
- Per-asteroid resources halved to push movement between clusters.
- Orbit entry smoother; ships face along tangent while queued.
Clusters give the map character: each region reads differently. Halving resources does some of depletion's job cheaply, a nice preview of where real depletion will hurt.
-
2026-04-23
v0.2
Saturation + procedural worlds.
New
- Asteroids have mining slots; excess ships queue in orbit.
- Asteroid layout regenerates each run.
Changes
- Loaded ships fly slower than empty ones (mass-scaled physics).
Fixes
- Hostile target selection cleaned up.
"Turtle on one rock" is dead: the queue pushes you to spread. Loaded ships being slower quietly makes geometry matter without a single numerical UI.
-
2026-04-22
v0.1
MVP: core loop playable.
New
- Core dispatch/mine/return loop. Tested up to 348 ships in flight.
- One hostile patrolling on a weighted-random wandering orbit; detection ends the run.
The tension is real. Asteroids don't deplete yet, so "turtle on one safe rock" is too viable: that's the next build's job.