Space Junk Industries home
Roadmap

What's shipped, what's building, what's only designed

There are no dates on this page and there will not be. One person's estimate of when a feature lands is a guess dressed up as a commitment, and I would rather you judge me on what actually appears than on a quarter I named optimistically.

Shipped
Built, running, and something you can use today. If it is here and it does not work, that is a bug and I want to hear about it.
Built
Working, but in a game that is not playable yet. Real and finished; you just cannot get at it until the rest arrives.
Building
Actively being worked on. Real code exists; it is not finished.
Designed
Decided and written down in detail, but not built. Nothing here is a promise about when.
Deferred
Designed and intended, but not scheduled. It will not be started until the things above it are done.
The one rule of this roadmap

The live galaxy comes first

Astral Sovereignty has players in it right now. That makes it the priority, and it stays the priority whenever the two games compete for the same evening. A live world with people in it beats an unreleased one every time.

Atomic Tick advances in the gaps and on the parts that are pure design work — which is genuinely a large share of what it still needs. If that balance ever looks wrong from the outside, say so in the Discord. It is exactly the kind of thing one person gets wrong without noticing.

Astral Sovereignty

The galaxy that is already open

The alpha is live and being played. Everything below is either already in your hands or explicitly still in design.

The core loopShipped
  • Explore, expand, develop and compete, all resolving on the tick
  • Twenty-nine kinds of order, from scanning a system to launching an invasion
  • Six-axis habitability judged against your own species
  • Population simulated every tick rather than counted up
  • Two-tick ground invasions with a defender's response
  • Fleet combat with stances, standings and battle reports
Living galaxyShipped
  • NPC empires that settle, explore, raid, ally and go to war
  • Custom ship design from hulls and modules
  • Colony managers, order queues, convoys, patrols and standing routes
  • Caretaker for players who are away a long time
  • Alliances and empire power rankings, reached through Discord
  • In-game support tickets and sign-in notices
Ways to playShipped
  • The browser game, on a phone or at a desk
  • Play by Discord: join, order, cancel, and get a turn sheet
  • Turn reports by email, large-print with a full plain-text version
Browser clientBuilding
  • The browser game is the primary client and where the effort goes
  • Continuous work on layouts, clarity and the things players trip over
Species & ruleDesigned
  • Race builder — design your own species at empire creation
  • Race-driven homeworlds, replacing today's safer, samier starts
  • Governments and policies, with a switching cost that fades
  • Colony happiness and rebellion, giving troops a job after the shooting stops
  • A movable capital, on a long cooldown
Fleets, economy & spaceDesigned
  • Fleet officers who gain experience — and can die with it
  • Ship service records and veteran crews that move to newer hulls
  • Warp probes, to scout a jump before committing to it
  • A credit economy with merchants and player-to-player trade
  • Orbital structures: defence platforms, solar arrays and more
  • Expanded rankings — exploration, battles, each its own board
Atomic Tick

The one still being built

Not playable yet. The foundation works; the game on top of it is the job.

FoundationBuilt
  • Tick resolution, queues and identity
  • Concurrent independent Shards with their own cadences
  • Authored maps, regions and spawning
  • Combat, attributes, equipment, Stamina and loot
  • Six working orders: Move, Hold, Attack, Engage, Collect, Equip
The browser gameBuilding
  • Sign-in, Shard and character selection
  • The map, the queue and the tick report
  • Character sheet, inventory and settings
  • This is the active focus — everything else waits behind it
ProgressionDesigned
  • Train, and the practice that makes it mean something
  • Per-character skill ranks, the only numeric proficiency model
  • Skill competence actually affecting outcomes
  • Cast, as a distinct action with its own cost
Recovery & itemsPartly built
  • Rest and Revive — characters can be downed but cannot yet recover
  • Drop and Use Item, completing the inventory loop
  • Guard, for player-directed defence
A world to live inDeferred
  • Crafting, gathering, refining and quality
  • Parties, Clans, markets, property and quests
  • Local law, contracts and bounties
  • Companions, minions and pets
ConvergenceDesigned
  • The first curated Shard drawing on all three families at once
  • A shared Atlas, so a place you know in one Shard is half-familiar in another
  • Chosen first because it forces magic, technology and survival onto common ground
Across both games

Studio-level work

A proper wiki

Both games have far more written about them than any website should try to hold. A dedicated, curated wiki is planned — publicly readable, with editing controlled rather than open to anyone, so what it says stays trustworthy.

Phone apps

A phone app is planned for both games and deliberately deferred. It happens after each browser game is complete, never as a parallel track, and never as an excuse to slow the browser version down.

More players

NPC empires make a galaxy feel inhabited, but they cannot be a rival you remember. The most valuable thing on this roadmap is not a feature — it is other people showing up, playing, and complaining loudly.

Priorities are negotiable

Argue with this list

The order things get built in is one person's judgement, and one person's judgement is exactly the thing that benefits most from being challenged. If something here is in the wrong place, the Discord is where that gets sorted out.