Starship CEO
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--:--:-- v0.1 · in development

In development · one person · one ship

Changelog

What changed, newest first. The dev blog is the longer version.

26 August 2026

  • Bug The ship now rotates around its center, instead of its origin.
  • Refactor 'Points' are removed from the DM and are, for now, hardcoded in Universe.cs
  • Feature Authored new materials, machines, recipes, etc.

25 August 2026

  • Feature: A wall and a floor are one kind of piece, standing on the border between two cells.
  • Feature: Decorative blocks of hull - slopes, a pyramid, a nose cone - can be built. Nothing bolts to them and no room can be cut into one.
  • Feature: A room cut into solid hull is walked on at once. A room cut above another room waits for a floor.
  • Feature: T tumbles a block of hull while you are placing it, R and F turn the piece, and neither tilts the camera any more.
  • Bug: The build ghost draws the piece it is about to place, in a drag as well as under the cursor.
  • Bug: A block of hull a deck below can be clicked and removed.
  • Bug: The Command screen no longer shows every readout twice after a load.
  • Tooling: The Ship Mesh Baker bakes a saved ship into one mesh and a prefab.
  • Feature: starshipceo.com went up: the landing page, the dev blog and its first three entries.

22 August 2026

  • Feature: Where a crew member stands, sits or lies at a machine is placed in Unity, so a body lines up with the seat.
  • Art: New meshes throughout.
  • Feature: The game is called Starship CEO.
  • Tooling: The build goes up to Steam.

21 August 2026

  • Feature: The airlock is a doorway on both sides: crew walk through it rather than round it, and nothing can be built in front of it.
  • Feature: A piece says what each of its cells is - what it fills, which sides it takes, and what has to be there already.
  • Feature: Some shapes moved by a cell, because a piece is now anchored on one of its own cells.

19 August 2026

  • Feature: Crew queue at a machine instead of being turned away, and the one at the head of the line is the one using it.
  • Feature: Interrupted work keeps its progress: pull an engineer off a half-built wall and the next one finishes it in the seconds that were left.
  • Feature: A room is something you draw. A restroom holds its toilets and showers and one line for each, and switching the room off switches them off.
  • Bug: A painting hangs upright and a console is the right way up, whichever of the four walls it is on.
  • Bug: A table, a bed or a lamp on a south, east or west wall is drawn the right way up and the right way round.
  • Feature: A face a piece can never sit on shows no ghost at all, so red means the spot is taken rather than the piece being wrong.
  • Refactor: Every transformation is the machine's own recipe: one step smelts ore at a smelter and turns water into sludge at a toilet.

10 August 2026

  • Feature: Command is one screen: seven tabs - Navigation, Ship / Systems, Crew, Materials, Jobs, Log, Tips - and every ship-wide readout is one of them.
  • Feature: A panel is about the thing you clicked. The draggable overview panels are gone.
  • Feature: One Remove button with a caret in place of the bulldozer.
  • Feature: Hover a build button and a card says what it costs against what you have, what it draws against what is spare, and where it may stand, with one red line naming what is missing.
  • Feature: Opening a window closes the build menu, and picking up a tool closes the window.
  • Feature: A checkbox says whether opening Command pauses the game.

9 August 2026

  • Feature: Two numbers per material: how much to keep, and how much the ship will hold. A machine stops making what is already at its keep number, and anything over the storage limit is thrown out.

8 August 2026

  • Feature: The Materials window: one row per material, what the ship can spend, what its machines are holding, and a button that dumps an amount you choose.
  • Feature: A machine that is switched off stops pulling ingredients in.
  • Refactor: Material tracking says where every gain and loss happened.

7 August 2026

  • Feature: A beam on a rock cuts ore out of it, into the output of a laser that is cutting. Five lasers cut five times as fast, and taking the last item out destroys the rock.
  • Feature: What is in a rock is decided when it spawns, so a worthless one looks exactly like a rich one until it is cut open.
  • Bug: A step that cannot be paid for fails: nobody stands in a dry shower for five seconds and comes out clean, and an empty table feeds nobody.
  • Feature: A crew member short of a material waits for it instead of being sent.
  • Feature: The mining console is gone.

6 August 2026

  • Feature: Press Aim and every mining laser on the hull fires at the pointer, each beam cut off at its own reach. Mining view pins the camera looking straight down.
  • Feature: Asteroid fields drift past below the ship.
  • Feature: The Command Screen: a starmap with a marker per place, and Fly here. A place passes after a while, whether or not you go anywhere.
  • Feature: Stars drift past behind the ship.
  • Tooling: The game runs on the Universal Render Pipeline.

5 August 2026

  • Feature: Drag a room over open space and the hull it needs is ordered with it, and the cutting waits for the skin.
  • Optimisation: Pathfinding runs on worker threads. A body between asking for a route and getting one stands still rather than holding up the game.

4 August 2026

  • Feature: Where a piece may stand is authored as rules, and taking away hull a room leans on is refused in red with the room named.
  • Feature: A door is a wall that names a way through itself.
  • Bug: A crew member who ends up somewhere he cannot be gets himself back to the ship instead of standing there for the rest of the game.
  • Feature: A room nobody has floored is inside the ship and nowhere to stand.
  • Bug: Clicking a crew member picks the crew member, not the cell to either side.

3 August 2026

  • Feature: Work goes to people who can get to it, and clicking a site that nobody is working says what is in the way.
  • Feature: Stairs, a ladder, a lift, a hatch and the airlock each name their own way through, so crew walk into the lift rather than down the shaft.
  • Optimisation: Flying outside follows the ship's own skin, and a job nobody can reach is refused at once instead of searched for.

2 August 2026

  • Feature: A piece says where it goes: one shape is a tree standing, a lamp hanging or a walkway jutting out.
  • Feature: A face holds one thing, so a carpet no longer slides under a bed.
  • Optimisation: Reachability is a comparison of two numbers rather than a search.

1 August 2026

  • Feature: Everything you build attaches to something: hull to its cell, a floor to the room, a wall to a room beside it, and a bed to the floor or to the roof of the skin outside.
  • Feature: A room is cut into hull that is already there, and the ship stays sealed while the room is only a drawing.

31 July 2026

  • Tooling: Performance tests run from the command line.

30 July 2026

  • Feature: Order a piece of hull and an engineer flies out through the airlock, hangs in the vacuum beside it and builds it.
  • Bug: Climbing takes time: a body sent up a ladder rises through the shaft instead of popping a deck.
  • Feature: Crew put a helmet on when they go outside.
  • Refactor: Slot and material matching are two-way registers, so nothing scans the world for a free seat.

28 July 2026

  • Feature: The ship the game starts on is a save file, so changing it is copying a save over it.
  • Feature: A deconstruct order can be taken back, and whoever was dismantling it stops.
  • Bug: Switching a machine off takes its work off the job board with it.
  • Bug: A job handed to somebody who cannot do it goes back on the board instead of being dropped.
  • Refactor: The job board is a two-way register.

27 July 2026

  • Feature: Hull is solid and fills a whole cell.
  • Feature: Rooms are cut into it, and an airlock is cut into the skin.
  • Feature: Crew can walk outside the ship.
  • Bug: A step whose target cannot be reached completes instead of hanging.
  • Refactor: Furniture is gone: everything is an entity.
  • Optimisation: Source textures down to 512.

26 July 2026

  • Feature: Building something costs materials, and they are carried to the site.
  • Feature: A piece that is ordered but not built is drawn as a blueprint ghost.
  • Feature: Storage is pooled across the ship's crates.
  • Feature: A job is done at a thing or carried to it.
  • Bug: Loading a save no longer re-checks placement rules, so a legal ship always loads.

25 July 2026

  • Feature: Crew die.
  • Bug: Pausing really pauses - nothing ticks at all.
  • Bug: A switched-off machine's gauges freeze.
  • Bug: An emergency interrupts whatever a crew member is doing, whether or not the machine works.
  • Feature: The entity panel says why a crew member chose what he is doing.

24 July 2026

  • Art: New meshes wired up, and clicking picks the entity you pointed at.

23 July 2026

  • Feature: A machine can be switched off.
  • Feature: Build menus are authored in data.
  • Feature: A machine draws power while it is being worked, not while it stands there.
  • Refactor: One script owns placement and removal, and placement rules are authored types.

19 July 2026

  • Feature: Recipes: a machine takes so much in, takes this long and puts so much out.
  • Feature: Machines hold inputs, outputs and storage with real capacity caps.
  • Feature: Asteroid fields as a place you can be at.
  • Feature: The first authored data set: six roles, eight recipes, the labs, the stores and the zones.

18 July 2026

  • Refactor: Furniture became entities composed from capabilities, and a crew member is an entity type plus one role.

16 July 2026

  • Bug: Crew are species-agnostic: what a thing may do is authored, so no more cats flying the ship.

15 July 2026

  • Feature: Power and CPU as flow resources, with buffers that charge and discharge before anything is shed.
  • Feature: The first playable: a grid to build on, crew with jobs to do and needs to meet, and a game that saves.