In development · one person · one ship
Changelog
What changed, newest first. The dev blog is the longer version.
31 August 2026
- Feature: A crew member with nowhere to sleep lies down on the deck. With every bed taken, or no bed built at all, he walks a few tiles clear and sleeps there; a book is read sitting on the floor when every seat is taken.
- Feature: A guidance panel behind the ? above the build menu. A new game opens on its first chapter, and the chapters cover the camera, flying, mining, the crew's needs and trade. It replaces the Tips tab.
- Feature: The starting ship is the smallest one that can fly to an asteroid field, cut rock and come back: an engineer, a bridge officer, three lasers, a helm, an airlock, a restroom and one store. There is no bed, no chair and nothing that grows food - meals and water are bought at a station.
30 August 2026
- Feature: The map is one star system with places in it, and flying somewhere takes time. Click a trading post two thirds of the way across the map, click Fly here, and the ship's marker crawls towards it while the stars swing round and stream past the hull the whole way.
- Feature: Other ships fly their own routes between the stations. Catch one and it carries you to wherever it is going, until you order somewhere else.
- Feature: The Trade tab: sell anything anywhere, buy what the place stocks, at that place's prices. A purchase with no room in the hold is refused rather than the cargo being thrown out.
- Feature: Money is a material. It sits in a store and takes room like everything else.
- Feature: Arriving somewhere writes a line in the log, and the Navigation tab grows a Trade button beside Fly here.
- Feature: Where the ship is is saved, so a save made mid-flight loads still under way.
- Feature: A lamp on the outside of the skin and a lamp on the inside wall of the room behind it are not in each other's way.
- Bug: A wall ordered over something already standing on the skin is refused by name, instead of the thing quietly moving. Pull a wall out from under a picture and the picture lands on the skin behind it.
- Refactor: A cell is a volume, six borders and the surfaces things offer onto them, and where a piece may stand is what each of its cells demands rather than a rule authored on the row.
28 August 2026
- Feature: One input manager: every key is a named action, and the first layer that cares takes the press.
- Feature: A Controls window off the main menu, listing every action with its key. Click a row, press a key, Apply - and it is still there next time you start the game.
- Feature: Right-click cancels wherever Escape does, so backing out of anything is the hand already on the mouse.
- Bug: Typing a ship name into the save box types the ship name: no screen opens at the M, and the camera stays still on the W.
- Bug: Escape backs out of one thing per press - the drag, then the tool, then the main menu - instead of two things at once.
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.
- Feature Added stars to the universe
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.