ROADMAPBUILDING A PERSISTENT UNIVERSE

The first
survival demo.

One connected survival experience across planets, built around a persistent universe and responsive full-body first-person movement and combat.

FIRST PLAYABLE MILESTONE

Persistent survival across planets

Join a persistent universe where survival reaches beyond a single planet. Gather resources, process materials, craft weapons and equipment, and build a base. Fight for supplies, recover from loss, and keep the world you build across sessions.

  • Gather & process resources
  • Craft weapons & ammo
  • Build & secure a base
  • Prepare gear & store supplies
  • Combat, respawn & loot recovery
  • Keep your base & belongings
  • Travel between planets

The goal is to bring all of this together through a full-body first-person experience: explore on foot, fly from one planet to another, and continue gathering, crafting, building, and surviving wherever you land.

Milestone 1 features

Explore what each feature contributes to M1 and the experience we're aiming to create.

First-person view of the player suit, legs, hands and shadow
REAL IN-GAME CAPTURE
1/6

Full-body FPS & survival combat

Responsive full-body movement should make exploration and first-person combat feel grounded in the world. Venture out for resources, defend your supplies, and confront other survivors. Death leaves loot to recover, giving each encounter consequences for what you bring home.

M1 goals and scope
  • Responsive full-body movement across planetary terrain
  • Player combat with a focused starter weapon set
  • Death, respawn, and recoverable player loot

M1 focuses on a polished full-body FPS foundation and basic PvP, with a small weapon set supporting combat, death, and loot recovery across the demo's planets. A large arsenal, advanced balance, explosive raiding, and ship combat sit beyond this first milestone.

Explore feature →
A hand reaching toward a highlighted stone on the ground
REAL IN-GAME CAPTURE
2/6

Harvesting & crafting

Gather a focused set of natural resources, process them into useful materials, and craft the equipment that keeps you going. Weapons, ammunition, and building supplies connect life on the surface to the next expedition, whether you're staying on your home planet or establishing yourself elsewhere.

M1 goals and scope
  • Gather the starter resources that support life on a planet
  • Process raw resources into materials for equipment and construction
  • Craft a focused set of weapons, ammunition, and building supplies

M1 focuses on a small, connected set of resources and recipes that supports combat and base building on each supported planet. Broad production chains, crop farming, and a large crafting catalog belong beyond the first demo.

Explore feature →
Backpack interface with character preview, equipment and gathered supplies
REAL IN-GAME CAPTURE
3/6

Inventory & storage

Choose the equipment and supplies you take into the world, then bring resources or recovered loot back to storage. Your inventory connects exploration, crafting, combat, and base life, making preparation and the return from an expedition part of the same survival experience.

M1 goals and scope
  • Carry a practical loadout for exploration, gathering, and combat
  • Build up reserves of resources, equipment, and ammunition at your base
  • Share access to stored supplies or keep them under your own control

Prepare your equipment, keep essentials within reach, and store gathered resources, crafted items, and recovered loot at your base. M1 focuses on personal gear and base storage, with the choice to keep supplies private or share access with other players.

Explore feature →
A green foundation placement preview beside a placed wooden foundation
REAL IN-GAME CAPTURE
4/6

Base building

Turn a chosen patch of ground into a small, usable base. Combine modular building pieces into an enclosed shelter, store the supplies you've earned, and decide who can share them. Your base should support life on a planet and give every expedition somewhere to return to.

M1 goals and scope
  • Build a small base from modular snap-together pieces
  • Use gathered and crafted materials to establish a planetary foothold
  • Keep shared or personal supplies in storage with controlled access

M1 targets a compact, enclosed base built in first person, with material costs, persistent ownership, and useful storage. The same building experience belongs on each supported planet. Advanced construction systems and explosive raiding are outside this first-demo scope.

Explore feature →
A dense band of stars above the silhouettes of forest trees at night
REAL IN-GAME CAPTURE
5/6

Persistent world & player progress

Your character, equipment, bases, and stored supplies belong to the same persistent universe. Returning to the game should feel like resuming a life in that world, with the results of exploration, crafting, building, and combat carried forward.

M1 goals and scope
  • Continue with your character and equipment across visits
  • Return to established bases and the supplies stored within them
  • Carry the consequences of crafting, building, and combat forward

M1 focuses on saved characters, bases, ownership, and container contents across reconnects and server restarts. Persistence also retains the outcomes of crafting and combat: it keeps your progress, without undoing supplies spent or equipment lost through play.

Explore feature →
Aster Vale with blue waterways, land and cloud cover viewed from orbit
REAL IN-GAME CAPTURE
6/6

Planet-to-planet travel

Fly from a planet's surface, through its atmosphere, and across space to another world. Arrival is the start of another chapter: gather resources, craft equipment, build a base, and encounter other survivors there. M1 aims to make these worlds feel like connected places in one persistent universe.

M1 goals and scope
  • Planetary flight from surface departure to arrival on another world
  • The same gathering, crafting, building, and combat experience across supported planets
  • A coherent journey from on-foot exploration through space and back to the surface

The first demo focuses on travel between its supported planets and a consistent experience of terrain, atmosphere, and space along the way. Planet-to-planet flight is part of the core milestone; a personal cargo ship remains a separate stretch goal.

Explore feature →
One connected survival experience
  1. 01 / EXPLORE

    Exploration & travel

    Explore a planet on foot, take flight, and establish a new foothold on another world. Travel should open up more of the same survival experience.

  2. 02 / ESTABLISH

    Gathering, crafting & building

    Turn local resources into equipment, ammunition, and a base. Stockpile supplies for the next expedition or use them to establish yourself on another planet.

  3. 03 / SURVIVE

    Combat & recovery

    Encounters with other survivors put your equipment and gathered supplies at stake. Recover after defeat or bring hard-won loot back to your base.

  4. 04 / RETURN

    A persistent life across worlds

    Return to a universe that remembers your character, bases, and belongings. Each expedition becomes part of an ongoing survival story across the planets you visit.

Where we go from here

The first demo is the foundation for the wider universe.

Clouds and coastline beneath the blue atmospheric horizon of Aster Vale
CURRENT ORBITAL SCENERY

FIRST-DEMO STRETCH

A ship of your own.

A basic personal ship would add a mobile link between the worlds you settle. Carry supplies for a new outpost or bring gathered resources back to a home base, with accessible onboard cargo storage.

Planet-to-planet flight is required for M1. Owning and operating this cargo ship is a first-demo stretch goal.

Helios and three planets on their orbital paths
HELIOS SYSTEM

LATER MILESTONES

Beyond the first demo.

Later milestones aim to extend life beyond planetary outposts, with space stations, broader ship systems, and more ways to live and work across the universe. Travel should connect what you do on the ground with a growing life in space.

These goals build on M1's survival foundation. Their scope, order, and timing will be defined separately.

Outside the first demo: crops, creatures, explosive raiding, and ship combat.