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

2026-07-15design DecisionCurrent

Give small craft jobs, not new physics classes

The Choice:

Miners mine, haulers move goods, and patrol cutters guard the system. They stay small and quick.

Reasoning (Why):

A ship's job should change its shape and behavior without duplicating movement rules. Factions can now show their economy and local control through the craft around them.

2026-07-15design DecisionCurrent

Let doctrine create identity without adding a second faction AI

The Choice:

Factions bring different fleets and habits. They still obey the same combat and political rules.

Reasoning (Why):

Combat identity should be visible and data-driven without creating a parallel AI, hidden action budget, or public strategy leak.

2026-07-15design DecisionCurrent

Put faction drama where the player can meet it

The Choice:

Political causes create bounded opportunities with exact actors, place, source, deadline, and outcome. Active encounters survive a same-system rebuild, abort when the player leaves, and show only factions the player knows. Player political links anchor at the current system.

Reasoning (Why):

Drama is useful when the player can see its cause, enter it locally, and trust that travel, saves, and hidden intel do not rewrite the story.

2026-07-15design DecisionCurrent

Make faction intent visible before consequences

The Choice:

A faction says what it wants, why it wants it, what else it considered, and then does that thing or does nothing.

Reasoning (Why):

Drama is readable when the player can connect intent, evidence, choice, and consequence. Silent fallback makes a faction look arbitrary, especially when a failed diplomatic offer turns into aggression.

2026-07-15design DecisionCurrent

Make faction access and trade concrete

The Choice:

Friendship opens doors. Trade makes both sides stronger and more dependent. Breaking the link hurts.

Reasoning (Why):

Relations need visible local effects and useful strategic risks. A treaty should change where ships can go, what services work, and what both sides stand to lose.

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.

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