DEVELOPMENT BLOG & UPDATES

STARGAZER

StarGazer is a 3D space-combat roguelike game focused on commanding massive capital warships instead of light fighters. The gameplay model rewards tactical positioning, ship-local navigation, and targeting side-firing broadsides rather than twitch reflexes.

Built by a solo developer, the project is designed with strict architectural tenets: a deterministic, seed-driven simulation layer, out-of-process data structures, and programmatic control over every system state.

Latest Blog Posts

Narratives and architectural breakthroughs from the latest milestones

ALL DEV DIARIES & DEEP DIVES

Development Timeline

Synchronized view of design decisions and code architecture logs

2026-10-10design DecisionCurrent. Closes the "Still open" note in 2026-09-06 "The harbor guarantee was about routing, not about silence".

Fights staged for the player happen where the player is

The Choice:

Rivals who come for you and the fights you are hired for now happen within reach of your guns, while the rest of the galaxy's battles stay in the distance on your radar.

Reasoning (Why):

A rival return landed 900 to 1700 units out and a contract fight 1200 to 3600 out, past every player weapon (500 to 600) and the AI engage range (900). The game announced a fight and then showed an empty sky.

Visual Proof:

rival return

2026-10-10code DecisionCurrent. Extends Make development launch persistence fail closed.

Give route proofs their own save store

The Choice:

The automated controller run-through has its own save folder again, so it can save and continue without touching a player's saves.

2026-10-10code DecisionCurrent. Extends Bake the release fleet seed from the shipped build.

Seed the first destinations from the controller route

The Choice:

A new copy of the game now ships the first two places you fly to already built, so the first jump takes about 3 seconds instead of 15.

2026-10-10code DecisionCurrent. Implements DESIGN-LOG 2026-10-10 "Fights staged for the player happen where the player is".

Witnessed stagings pick their band by caller

The Choice:

The game now knows which fights are put on for you and stages those close, without dragging the rest of the galaxy's battles in.

2026-10-07code DecisionCurrent

Key persistent cook caches by the cooking build

The Choice:

A cached ship from a different version of the game can no longer stand in for the ship this version builds, so a replay meets the same fleet every time.

Looking for the project numbers?

Total commits, lines of code, design + code decisions, screenshot footprint, and 30-day commit activity all live on the stats page.

VIEW STATISTICS
NO COOKIES // NO TRACKERS // PURE DEV STREAM
STARGAZER DEV LOG // DEVELOPED COOPERATIVELY WITH AI