2,341 words
The decisions taken, the spikes still open, the known gaps, the glossary, and revision history.
Decisions taken
All twenty-eight open design questions from v0.1 and v0.2 were resolved on 2026-08-19. They are recorded here as decisions, with the reasoning, so that reopening one is a deliberate act rather than a drift.
Flight and travel
| Decision | Resolution |
|---|---|
| Ballistic transfers | Cut. One travel verb is the strength. They only earn a place if in-system fuel is ever tight, and it is not. |
| Burn assist and the flip | Assist never flips. It holds the burn vector; the pilot flips every trip, with a cue. |
| Jump tunnel | Hold-to-skip after the first dozen, with ~2 s retained for shader pre-warm. |
| Canopy view control | Four presets plus hold-to-free-look. Persistent free-look lives in photo mode. |
Exploration and reward
| Decision | Resolution |
|---|---|
| Probe placement | Aimable, with a one-key auto-distribute at ~40% more probes. Skill optional and rewarded. |
| Remote banking | The relay beacon — one-shot, full value, consumed. Manufactured from banked data, so the one-resource rule holds. |
| Session anomaly seeding | None. Unfinished business happens naturally or not at all. |
| Global leaderboard | No ranking. Personal statistics only; per-body attribution stays the social layer. |
| Commissions | Generated targets, authored voice. Catalog queries wrapped in institutional correspondence with real personality. |
Progression and economy
| Decision | Resolution |
|---|---|
| Cost of losing a ship | Nothing beyond unbanked data. Unlocks are permanent; refit is minutes. |
| Faction standing | Kept, minimal. Permanent institutional specialties, no decay, nothing exclusively gated. |
| Module damage | Two scales — impact and thermal wear, tracked separately. A worn drive is a maintenance history. |
| Jump range spread | ~7.7×, 7.5 → 58 ly (decided in v0.2). |
Combat and threat
| Decision | Resolution |
|---|---|
| Hostile humanoids | Environmental threats only through M5. The largest single scope saving available. |
| Matched-burn combat | Deferred past M6. Opponents engage at rest or on maneuver thrust. |
| The Hunter through a jump | Once, with a visible tell. Followed once is a story; followed forever is a punishment. |
| Rescue | Self-scuttle in solo; distress beacon in the persistent universe. Degrades gracefully with population. |
Visual and interface
| Decision | Resolution |
|---|---|
| Nebulae | Narrowband composite, declared on the canopy, filter selectable. The license becomes a mechanic. |
| System map | Two tiers of one overlay — compact for routine targeting (< 200 ms), planning for expeditions. |
| Pausing | Solo modes pause; the persistent universe does not. Costs nothing architecturally — the host stops calling advance, and the clock is untouched. |
| Annunciator | Synthesized speech, twelve fixed strings. Nobody is performing; an instrument is annunciating. |
World and naming
| Decision | Resolution |
|---|---|
| Hull naming | Astronomer class, maritime ship name. Survey lineage takes astronomers; independent lineage takes maritime working-vessel names, so the convention is information. |
| Wrecks | Recurring motifs, no resolution. A mystery implies an answer; an answer implies an ending. |
| Player naming | Filtered free text with a report path online; unfiltered in solo. |
| Catalog revision cadence | Continuous ingest, event-shaped delivery — revisions arrive on sync as one accumulated notice. |
Business and multiplayer
| Decision | Resolution |
|---|---|
| License | Apache-2.0. Write the LICENSE file first; it is the most overdue item in the bible. |
| PvP consent | Opt-in, off by default. Fragmentation accepted; there is no economy for PvP to distort. |
| Catalog version in the persistent universe | One global version, advanced on an announced schedule. Solo is the bleeding edge; the shared world is stable and agreed. |
| If hosting becomes unaffordable | Graceful degradation, published as a promise — and a self-hostable server. The game does not depend on this project's continued existence. |
The five engineering spikes — run 2026-08-19
Not decisions; measurements. All five have been run, and the full write-ups
with method and numbers are in docs/spikes.md.
| # | Spike | Blocks | Result |
|---|---|---|---|
| 1 | HDR display detection | M2 | ✅ Negative and useful. (dynamic-range: high) is true on a 2×-headroom laptop panel in Chrome and Safari and false in Firefox, on the same display. There is no headroom API. auto becomes a WebGPU capability probe; the tone curve must be headroom-agnostic; the three-state override is mandatory. Firefox cannot output extended range at all. → art |
| 2 | TSL and the atmosphere integral | M2 | ✅ Free. TSL-generated WGSL runs at 1.000× hand-written, pixel-identical, in an interleaved same-harness comparison. Take TSL everywhere. Sideways finding: 256 samples/pixel costs 7.27 ms at 1080p on an M5, 2.4× over budget, so Bruneton LUTs are a requirement rather than an optimization. → technical |
| 3 | Catalog bundle size | M4 | ✅ Cheap. 150 ly = 7,529 stars + 861 planets = 159 KB brotli, against a 260 KB client. Bundle everything; no streaming boundary needed. The real constraint is completeness — HYG holds ~52% of CNS5 within 25 pc. → galaxy |
| 4 | Gaia attribution terms | M4 | ⚠️ Reverses a decision. Gaia is CC BY-NC 3.0 IGO, not "open with attribution". Non-commercial is the exact clause this project refuses. Ship HYG + NASA; keep Gaia out of the bundle. The stated fallback was backwards. → sustainability |
| 5 | WebHID / Gamepad for HOTAS | M3 | 🟡 Software yes, hardware outstanding. WebHID is Chromium-only (Mozilla: negative; WebKit: unshipped). Gamepad API caps at 16 axes / 32 buttons and silently drops buttons above HID usage 32. Promise HOTAS with the browser named. Dual-device and latency still need real hardware. → ux |
Known gaps
Named because they are absent rather than decided.
| Gap | Note |
|---|---|
| Cargo and passenger hauling | The brief asks for transportation and shipping, and the Kapteyn hull and cargo modules exist for it — but there is no hauling activity designed anywhere in the bible: no contracts, no routes, no reason. It is the most likely candidate for the first activity added after the MVP, and the planning tier of the system map was specified partly with it in mind. |
| Passenger comfort under burn | If passengers are hauled, felt g becomes a service constraint as well as a physical one — a hard burn is a bad ride. That is a genuinely interesting mechanic and it is not designed. |
Playtest values
Numbers written from reasoning, awaiting evidence. Each is tagged [PLAYTEST] at
its source.
| Value | Written as | What the test is |
|---|---|---|
| Burn plan legibility | One bar, three numbers | Can a new player read time-against-fuel off it without being told? |
| Camera mode clarity | Enhanced by default; Automatic and Manual for photographic exposure | Can players predict when stars disappear, explain the exposure readout and distinguish Enhanced from HDR Output? |
| Jump range spread | 7.5 → 58 ly (~7.7×) | Does the early curve leave the cage fast enough? |
| Time to leave the cage | 6–10 hours to reach ~18 ly | The number that actually matters in progression |
| Jump range mass exponent | 0.6 | Do players ever voluntarily fly empty? |
| Safe touchdown speed | ≤ 3.0 m/s | May be too tight without a radar altimeter |
| Time to "can go anywhere" | 40–60 hours | The core pacing target |
| ~~~2 MB~~ → 159 KB brotli | ✅ Measured, spike 3. The estimate was 12× too high | |
| Relay beacon cost | 1,200 units | High enough to be a decision, low enough to be carried |
Glossary
Terms specific to this design. Engine and architecture terms are in
docs/glossary.md.
| Term | Meaning |
|---|---|
| Almanac | The player's permanent, local record of every body personally scanned. exploration |
| Ballistic transfer | An impulse, a long coast on a conic, and a capture burn. Nearly free in fuel, measured in weeks of simulated time. ⬜ |
| Brachistochrone | The burn profile: accelerate half the distance, flip, decelerate the other half. The fastest transfer under a thrust limit. |
| Burn, the | The micro loop: plot, burn, flip, burn, arrive, scan |
| Banking | Uploading survey data at a station, converting it from provisional to real. Unbanked data is lost on death. |
| Catalog revision | A published update to the astronomical dataset, delivered in-fiction as a Survey revision. galaxy |
| Canopy, the | The cockpit view. An image composited from hull sensors with gain, integration and a selectable response — not a window. The fiction that grants artistic license without falsifying data. |
| Enhanced | The default camera direction: an HDR composite that shows bright worlds and faint space together. The three camera modes are implemented; ADR-0037 owns their policy. |
| Commission | An optional, generated directed goal issued by a research institution |
| Automatic / Manual | The photographic camera modes. Automatic meters scene light; Manual uses the player’s aperture, shutter and ISO. Both share a photographic response. |
| Flip, the | The mid-burn 180° rotation. ~4 s of freefall. The game's signature moment. |
| Detail scan | Tier 2: the scan that converts a projection into a surveyed body |
| Discovery credit | Permanent attribution of a body to the first player to survey and bank it |
| Discovery scan | Tier 1: the system-wide reveal on arrival |
| Frontier, the | The meta loop; also, informally, the edge of surveyed space |
| Ground truth | Tier 4: sampling on foot. The highest-value data in the game. |
| Horizon of knowledge | The shell in the galaxy map beyond which catalog completeness collapses and everything is projection |
| Issue ordinal | A body's address index, assigned in the order bodies were issued rather than by orbit. galaxy |
| Inertial compensation | The Reference Drive holding the crew near their original frame, so felt g is a fraction of the ship's proper acceleration. Why burns are minutes rather than days. |
| Jump | Discrete re-anchoring between star systems |
| Maneuver | The low-power band: ordinary Newtonian 6-DoF flight. Compensation is weak here, so it is where g is felt. |
| Observed | A body backed by a published catalog. Drawn solid. |
| Pips | The six units of reactor allocation across DRIVE, SYS and PAY |
| Projected | A generated body, presented in-fiction as the ship's prediction. Drawn dashed. |
| Provenance | Whether a body is observed, projected or surveyed. Visible everywhere the body appears. |
| Transit | The high-power band: superluminal coordinate velocity, comfortable felt g, used to cross a system |
| Ratchet | One of the three progression axes: capability, knowledge, standing |
| Reference Drive | The ship's drive. Holds the ship near a chosen inertial frame while re-anchoring that frame. Provides maneuver thrust, transit acceleration, inertial compensation and the jump — all four. |
| Retired | A projected body superseded by a confirmed one. Tombstoned, never deleted; its address stays valid forever. |
| Silent running | Radiators off. Near-invisible, and heat has nowhere to go. |
| Survey, the | The in-fiction institution that maintains the catalog and issues revisions |
| Surveyed | A body the player has personally detail-scanned |
| Relay beacon | A one-shot transmitter that banks carried data remotely at full value. Manufactured from banked data and consumed on use. |
| Surveyor | The player's role. The hull the MVP is balanced around is the Cannon-class. |
| Thermal wear | Slow module degradation from sustained heat. Recovers only partially, and only at refit. A ship's maintenance history. |
| Tombstone | The record left by a retired body |
Revision history
| Version | Date | Author | Changes |
|---|---|---|---|
| 0.1 | 2026-08-19 | Jon Jaques | First edition. Written against milestone 1 (12/12 capability checks passing). Establishes the four pillars, the Reference Drive fiction, the three-layer body model and catalog revisions, discovery credit as the economy, the on-foot scoping decision, and The Explorer as the named MVP. |
| 0.3 | 2026-08-19 | Jon Jaques | All twenty-eight open design questions resolved and recorded above as decisions. The consequential ones: ballistic transfers cut; burn assist never performs the flip; the relay beacon replaces a transmit module, manufactured from banked data so the one-resource rule holds; module damage split into two scales, impact and thermal wear; catalog revisions continuous in ingest, event-shaped in delivery, with the persistent universe pinned to one globally scheduled version; hulls renamed to an astronomer-class / maritime-name convention that encodes lineage; Apache-2.0; opt-in PvP; and hosting failure answered with graceful degradation plus a self-hostable server. Five engineering spikes remain, and two content gaps are named — cargo and passenger hauling has no design at all. |
| 0.2 | 2026-08-19 | Jon Jaques | Three revisions, each reversing a v0.1 position. (1) Travel — the Elite-style cruise mode, in which a gravity gradient throttled top speed and the skill was a throttle correction, is replaced by The Expanse-style brachistochrone burns: plot, burn, flip, burn. The old fiction had to be told to produce its behavior; a burn produces it from Newton. (2) Visual direction — v0.1 treated beauty with suspicion. The Canopy is now established as a sensor rather than a window, which grants full artistic license over the image while keeping the data inviolable, and the game targets genuine HDR output. (3) Progression — jump range spread revised from 2.2× to ~7.7×, comparable to Elite, because a large spread changes the character of play rather than merely its speed. Knock-on edits in loops, ships, ux, onfoot, combat, progression, production, technical and risk. |
Related
- README — the index
docs/glossary.md— engine and architecture termsCONTEXT.md— the build log