Dev log
What changed in the game, when, and why. Economy changes are called out because in this game the economy is the content.
- Economy
Hardware is manufactured, and only what someone built is for sale
Components and hardware left the NPC price curve entirely. They are made at fabrication facilities from resources and reach the market only when a player or an NPC industrial corporation lists them.
- New Terrestrial Fabrication Works on Earth (T1) โ the first factory; any fabrication facility of sufficient tier can now run a recipe.
- Five named NPC industrial corporations buy raw inputs at live prices, manufacture, list at cost-plus, and bid for what they consume โ from finite treasuries.
- The NPC market maker rests no orders for hardware; the curve neither buys nor sells it. Player listings on the order book are the market.
- Life-support packs got a crafting recipe.
- World
Real rockets and real launch sites feed the simulation
Every launch vehicle and spaceport on SpaceNexus now has a live page, and those live schedules are the same data the game reads for launch windows and space weather.
- Referral loop: invite a player, become their mentor, share in their first-month growth.
- Public corporation pages and leaderboard.
- World
Epoch 2
The world restarted fresh. Every deposit, orbital slot and lane was unclaimed at 17:50 UTC; the Epoch 1 ledger is preserved in the Chronicle.
- Fresh-world restart with backups of Epoch 1.
- Epoch banner and the public chronicle of what Epoch 1 corporations did.
- Balance
Balance passes 1โ9
Nine passes on money sinks, mining economics and the new-player glide path โ the result of a fifty-year automated playtest.
- Boil-off and warehousing costs; storage caps by resource tier.
- Wage-indexed hiring; payroll shielded in the Protected Frontier.
- Orbital-slot gate enforced; mining duty-cycle operating costs; market-keyed campaign fees.
- Fourteen-day graduation glide from the Frontier into the open economy.
- Economy
Economic PvP waves E1โE7 and meaningful decisions M1โM6
Goods on the order book, finite demand pools, depletion, labour markets and lanes; construction purposes and takeovers (dormant until 25 corporations).
- Player-to-player limit orders with escrow and a bounded NPC liquidity floor.
- Finite demand pools so cornering a market is possible and visible.
- Resource depletion and lane wear.
- Content
4X waves: 277 technologies, a WebGL solar-system map, 80 leaders
The research tree, the map and the commander roster reached their current shape.
- Interactive WebGL map with region art for every zone.
- Named commanders and faction leaders with portraits.
- Legendary hulls and event illustrations.
Design principles and public policy: About Space Tycoon ยท FAQ.