I’m thrilled to share that we’ve successfully deployed the first iteration of our codebase. Seeing the logic finally meet the visual prompts we’ve been perfecting is a massive milestone for the project.
Current Status: On Track / On Schedule.
Exobase Online
Vertical Slice: Milestone 1-5
Deliver a 30–60 minute playable experience where the player:
- Builds a small economic operation
- Influences AI behavior
- Faces risk
- Makes meaningful strategic decisions
Player Experience
Stage 1: Arrival (0–10 min)
Goal: Teach the core loop
The player begins the game in the sector where the Exobase Jump-gate and the space station is located.
Content:
- 1 Start Sector
- 1 Player Ship
- 2 AI Ships
Mechanics:
- Movement
- 1 Active Job (Mining)
- Resource Income
👉 Outcome: The player understands: “I don’t mine, I create jobs.”
Phase 2: Growth (10–25 min)
Goal: Introduce strategy and optimization
Player unlocks:
- +1 Active Job
- Player Ship Aura
New layer:
- Efficiency optimization
- Competing job priorities
Introduce:
- AI preference
- Some ships start favoring player jobs
👉 Outcome: “I can shape a system, not just trigger actions.”
Phase 3: Pressure (25–45 min)
Goal: Introduce risk and disruption
Add two threats:
- Environmental Hazard
- Periodic “Radiation Storm”
- Slows or pauses mining
- Light Hostile AI (Pirates)
- Scares off low-loyalty AI ships
Player tools:
- Move Command Ship to stabilize
- Increase rewards
- Stay and defend (presence = safety)
👉 Outcome: “My system can break and I have to react.”
Phase 4: Expansion Decision (45–60 min)
Goal: Deliver a meaningful choice
Player unlocks:
- Second sector
Choice:
- Stay safe → optimize current sector
- Expand → higher rewards, higher risk
New sector has:
- Better resources
- Higher hazard
👉 Outcome: “Risk vs reward is real.”
End Condition (Soft Goal)
Instead of “winning,” give a clear milestone:
Example:
- Reach 1000 resources/hour income
OR
- Stabilize 2 active sectors
Gameplay Systems
Player Ship
- Movement
- Aura radius (buff effect)
AI System
- Job evaluation
- State machine (Idle → Work → Return → Repeat)
- Basic “loyalty” (preference bias)
Job Board
- Place job
- Set reward
- Assign AI dynamically
Economy
- 1–2 resources
- Income flow
- Reward cost balancing
Risk Systems
- 1 environmental hazard
- 1 hostile behavior (very simple)
Multi-Sector
- 2 maps
- Simple transition (no need for full galaxy yet)
Excluded Systems (Still Too Early)
- Multiplayer
- Jump gate construction
- Ancient AI (full system)
- Complex combat
- Persistence backend (can fake/save locally)
Success Criteria
You’re not measuring “fun” only—you’re validating design.
Slice succeeds if players:
- Adjust rewards strategically
- Move ship intentionally (not randomly)
- Choose between safe vs risky expansion
- Feel ownership of AI behavior
- Say: – “I feel like I’m managing a system, not units”
- Naturally:
- Watch AI behavior
- Experiment with incentives
- React to disruption
- Ask: – “What happens if I scale this?”
Milestone Plan (6–10 Weeks)
Milestone 1 (Week 1–2)
- Movement
- Basic AI loop (mine → return)
Milestone 2 (Week 3–4)
- Job system
- Reward tuning
- UI feedback
Milestone 3 (Week 5–6)
- Command Aura
- AI preference/loyalty
Milestone 4 (Week 7–8)
- Hazard + pirate behavior
- Second sector
Milestone 5 (Week 9–10)
- Juice (VFX, feedback)
- Balancing
- Playtesting
The One Thing to Nail
If nothing else, get this feeling right:
“I place something in the world… and the world starts moving because of it.”
That’s your hook.
Notes
1 AI: Patrol Ship (Terran Federation / Security Fleet)
