I’m building a space game. Spacelancer is the working title, and you play an independent pilot taking jobs, hauling cargo and gradually improving a ship. I want the pleasure of coming home from a risky trip with enough money for an upgrade, alongside the temptation to head through a gate and see somewhere new.
Freelancer is the starting point: approachable mouse flight, exploration, and the freedom to make your own way through a much bigger world. Stations are places you physically approach and dock at. Traders, miners, patrols and raiders should have business of their own, with opportunities and trouble for a pilot passing through.
The setting follows human societies reconnecting after generations of isolation. Some learned to survive through shared fabrication and repair; others turned evacuation fleets into permanent homes. I want those histories to be visible in the ships and stations, and in the work people need done.
The first target is an evening of play across three connected systems. There’s an early private playtest already, but getting that whole evening to work is still the job: choosing a contract, making the trip, dealing with trouble and finding a reason to go out again.
I’m doing this around a full-time CTO role and life with my wife and two boys. Game development brings together disciplines I enjoy, and working with agents gives me a way to attempt more of them in the time available. They help with code, assets and iteration, including running the game and inspecting what they’ve built.
That still leaves plenty for me to judge. A build can compile and the controls can work while the ship feels awkward to fly. I need to play it, make decisions and put it in other people’s hands. This log will follow the game and the practical work of building it with agents, including the attempts that need another pass.
