1,903 words · 1 diagram
Six milestones, one named MVP, and the gate each one has to pass.
This is the design-facing view of the same work
docs/roadmap.mdsequences from the engineering side. Where they disagree, the roadmap is the one that has to be right about seams and this one has to be right about what the player gets.
The shape
flowchart LR
M1["<b>M1</b><br/>Vertical<br/>architectural proof"] --> M2["<b>M2</b><br/>The Believable<br/>World"]
M2 --> M3["<b>M3</b><br/>The Pilot"]
M3 --> M4["<b>M4</b><br/>The Explorer<br/>◆ MVP"]
M4 --> M5["<b>M5</b><br/>On Foot"]
M5 --> M6["<b>M6</b><br/>Conflict"]
M4 --> M7["<b>M7</b><br/>Persistent<br/>Universe"]
M6 --> M7
style M1 fill:#065f46,stroke:#064e3b,color:#fff
style M2 fill:#0369a1,stroke:#0c4a6e,color:#fff
style M4 fill:#5b21b6,stroke:#3b0764,color:#fffM1 is complete. The twelve foundation checks pass in Node and in recorded Chrome runs, including a warmed offline production build. Later milestone scope below is a design target, not a claim that every item is unfinished. The galaxy, terrain, camera, and surface character implement parts of M2, M4, and M5 without closing their gameplay acceptance gates.
The MVP: The Explorer
M2 + M3 + M4. The first releasable product, and it is a complete game rather than a slice of one.
You fly a ship through the real solar neighborhood. You can go to any star you can see. You can land on nearly anything solid and it looks like a place. You survey what you find, your name goes on what you found first, and the catalog gets better over time because real astronomy does.
Combat and multiplayer beyond discovery records remain outside the MVP. Basic on-foot traversal is implemented alongside exploration. Suit survival, object interaction, and continuous ship interiors remain M5 scope.
Why this is the right MVP
It is the only slice where the pillars are all fully expressed. Continuity, reality, orbital momentum, and an embodied player all matter to the survey loop. That loop does not require combat, suit survival, or ship interiors.
It is a whole game to a large audience. A substantial share of Elite Dangerous players spend nearly all of their time exploring, with no combat and no trading. That is not a niche within the audience; for this design it is the audience.
It is the shortest path to the thing nobody else has. Combat is where we compete with Elite's decade of tuning. Exploration on real, versioned astronomy is where nobody competes at all.
Interior interaction and networked play remain separate scope. Basic character locomotion does not settle continuous boarding, physical tools, pressure boundaries, or multiplayer reconciliation. Those systems retain their own acceptance gates.
M2 — The Believable World
The single hardest milestone, and the one that determines whether any of this looks like anything.
| Delivers | Terrain that holds up from orbit to underfoot, in a WebGPU renderer with physically-correct lighting |
| Scope | Quadtree terrain LOD · geomorphing · edge stitching · cube-face wrapping · 8 biomes with PBR material sets · rock scatter · WebGPU migration · HDR output to extended-range displays · multiple-scattering atmosphere · Enhanced composition plus Automatic and Manual photographic exposure across the scene’s brightness range · LOD hysteresis and cross-fade · sphere-derived impostors · predictive streaming with a generation budget · a benchmark harness |
| Depends on | Nothing. Everything lands on an existing seam. |
| Gate | The 90-second acceptance test: one continuous recording, 400 km orbit to a walking player picking up a rock, reviewed frame by frame, with no visible discontinuity. Pass/fail. Plus: 60 fps at 1080p on the target laptop, and pnpm check green. |
| Estimate | [Assumption: 4–7 months at this team size. Original scope estimate; remaining work needs a separate estimate.] |
Implemented foundations: WebGPU/TSL, restricted morphing terrain, cross-face coverage, predictive terrain streaming, rock scatter, extended-range output, the sensor chain and its three camera modes, profiling tools, and the calibrated galaxy sky. Their measurements and limits are in technical, ADR-0037 and ADR-0038.
The M2 gate remains a target. Authored biome material sets, erosion, a walking player with rock interaction, and demonstrated 60 fps on the target laptop are not established by those implementations. The estimate above is the original scope estimate, not a fresh forecast for the remaining work.
🎮 Designer's Note: M2 has no new gameplay in it at all, which will make it feel unrewarding for months. It is still correct to do first. The roadmap reaches the same conclusion from a different direction: terrain is the visible ceiling on everything surface-related, it exercises streaming and LOD properly, and every later content system sits on top of it.
M3 — The Pilot
The ship becomes a machine you operate.
| Delivers | The cockpit, the three travel regimes, and every simulated ship system |
| Scope | Cockpit interior and HUD · the Canopy and its two camera modes · the module system, 6 hulls, ~60 modules · power pips · heat · damage and subsystem model · the burn, flip and nav solver · inertial compensation and the g-meter · jump · fuel and scooping · targeting · burn assist · the three control schemes · flight assist off |
| Depends on | M2 for the world to fly through; the parts-assembly system for hulls |
| Gate | A pilot can fly Sol end to end — Earth orbit to a Titan landing — plotting and flying burns, managing heat and fuel, with no debug tooling. Inner-system burn pacing verified against the ~2:24 Earth–Mars target. Full control-scheme parity. |
| Estimate | [Assumption: 3–5 months. The parts-assembly system for hulls and interiors is the least-understood item.] |
M4 — The Explorer ◆ MVP
The loop closes and the game becomes releasable.
| Delivers | The galaxy, the maps, the reward model, and a reason to keep playing |
| Scope | Catalog ingest pipeline with HYG + NASA Exoplanet Archive · catalog versioning in the generation manifest · issue-ordinal addressing (ADR-0009, implemented) · body manifests with tombstones · galaxy map with three scale tiers and the horizon of knowledge · system map · route planning, both routes · scan ladder tiers 1–3 · the Almanac · discovery credit · the data economy and unlock curve · solo online sync · offline preparation · the FTUE · accessibility |
| Depends on | M3 for a ship worth flying |
| Gate | A new player reaches the 28-minute mark — standing on the Moon, looking up at Earth — with no tutorial and no assistance. A 10-hour session produces a filled Almanac and a fitted ship. A simulated catalog revision produces a correct notice, retains discovery credit, and does not invalidate a single save. |
| Estimate | [Assumption: 4–6 months. Cross-catalog identity resolution is the item most likely to be underestimated — see galaxy.md.] |
Catalog ingest, version reporting, issue ordinals and predicate world search are implemented. Discovery credit, the Almanac reward loop, online sync and this milestone's player acceptance gate remain future work.
Ship it here. Not as early access with a promise of combat, but as a complete exploration game that may grow.
M5 — On Foot
Surface traversal already has a canonical character, local-gravity jumps, optional pointer lock, and first-person and third-person controls. Terrain and flat support disks supply contact. A trusted local session can permit flight. On foot distinguishes this implemented movement from the remaining suit, interaction, EVA, and interior systems. The full excursion gate below is still open.
| Delivers | Get out of the ship, anywhere |
| Scope | Character controller on a rotating surface frame · the suit and its five gauges · gravity-scaled locomotion across five regimes · EVA thrusters · interaction, mass-carried inventory · ship interiors from room modules · airlocks · ground-truth sampling · anomalies · structures and outposts · persistent placed mutations |
| Gate | Cockpit to planetary surface and back, continuously, with no transition — verified by the same frame-by-frame method as M2. A full excursion under a radiation budget. |
| Estimate | [Assumption: 4–6 months] |
M6 — Conflict
| Delivers | Something to be afraid of |
| Scope | Weapons, 4 classes · shields, armor, countermeasures · subsystem targeting · silent running · mass lock and interdiction · opponent AI, 4 types · encounter placement |
| Gate | An evenly-matched engagement lasts 45–90 s and is resolvable by disabling, by destruction, or by escape — all three viable, all three satisfying. |
| Estimate | [Assumption: 3–5 months] |
M7 — The Persistent Universe
| Delivers | Other people |
| Scope | Input log and replay recording (prerequisite) · AuthorityPort with a local implementation · entity replication · client prediction and reconciliation · interest management · partition handoff · mutation conflict resolution · net protocol versioning · opt-in PvP · moderation and naming policy |
| Gate | Two clients in one system see a consistent world under 150 ms of latency, with a partition handoff mid-flight producing no visible discontinuity. |
| Estimate | [Assumption: 6–12 months, and the widest error bar on this page by a large margin] |
Cadence and post-launch
After M4 ships, the project has a property almost nothing else has: it improves without anyone authoring content. A catalog revision is new content generated by the astronomy community, and the pipeline that delivers it is built once.
| Cadence | Item |
|---|---|
| Per major catalog release | A Revision — new confirmed bodies, refined orbits, expanded horizon of knowledge |
| Continuous | Biome material sets, ship parts, rock meshes — each independently contributable |
| Per milestone | M5, M6, M7 as free updates |
There is no season, no battle pass, no live-ops calendar and no event schedule. See charter.
Critical path and the things that will go wrong
| Item | Milestone | Why it is on the critical path |
|---|---|---|
| WebGPU migration | M2 | Implemented; maintaining WebGPU and WebGL parity remains an acceptance cost |
| Atmosphere at all altitudes | M2 | One shader from orbit and from the ground, or pillar 1 breaks visibly |
| HDR output path | M2 | Three.js has a working ExtendedSRGBColorSpace path, but display detection and SDR parity are unverified — see art |
| Benchmark harness | M2 | Implemented; target-hardware acceptance and a controlled regression gate remain |
| Parts-assembly for hulls and interiors | M3 | The whole content strategy rests on it and it has never been built |
| Cross-catalog identity resolution | M4 | Silent corruption here poisons addressing, saves and discovery records simultaneously |
| Issue-ordinal addressing | M4 | A change to the addressing model that touches saves. ADR-0009 implemented; catalog-revision and discovery-retention acceptance remain |
| Character controller on a rotating frame | M5 | Correctness here is subtle and the failure mode is nausea |
| Client prediction | M7 | The hardest single piece of engineering in the plan |
Total to MVP: [Assumption: 11–18 months at one maintainer with coding agents, assuming sustained effort. Treat the lower bound as unlikely.]
🎮 Designer's Note: The plan's real risk is not any single item — it is M2's length. Four to seven months with no new gameplay, on the hardest technical work in the project, is exactly where solo projects stop. The mitigation is the 90-second acceptance test: a concrete, visual, binary gate that produces something worth watching the moment it passes, and that can be attempted in partial form long before it is met.
Related
docs/roadmap.md— the engineering sequence- technical — what each milestone requires of the platform
- risk — what could stop each one
- charter — why the plan is shaped like this