2026-04-27
v0.4
Composable spacecraft + smarter hostiles.
Monolithic Ship rewritten as composable Spacecraft + primitive
controllers; orbit insertion now runs on rails. Hostiles got
smarter — hunt mode with swept-path alerts, a heat-map overlay
tracking mining and thrust, and memory of asteroids they've
passed. New base systems: buildable gates, per-dock ship
assignment, per-launcher cooldowns. Camera pans on WASD/arrows
and zooms to the cursor.
— The rewrite paid for itself the moment two ships flew different arcs to the same asteroid. 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.
Asteroids now spawn in connected clusters with distinctive oval shapes.
Per-asteroid resources halved to push more movement between clusters.
Smoother orbit entry and tangent-facing while queued. First QoL feature:
pause menu with Continue / Restart / Exit.
— 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.
Asteroids now have mining slots; excess ships queue in orbit. Loaded
ships fly slower than empty ones. Asteroid layout is generated fresh
each run; hostile target selection tidied 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.
Dispatch, mine, return, repeat. One hostile on a weighted-random patrol;
detection ends the run. Tested up to 348 ships in flight.
— 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.