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
The Earned Route Should Still Be There
I corrected a save rule that refused a legitimate trade-route change made after the world's last scheduled trade update.
Two Different Reasons to Keep Checking
I separated whether the tutorial works from whether its pictures are current, while keeping both necessary for a release candidate.
A Failed Jump Must Stay Failed
I stopped the bridge from briefly calling a failed or cancelled crossing complete while returning control to the captain.
Tell Me Why the Shot Is Blocked
I made the first lessons show the real reason a scan or shot is unavailable before asking the captain to change it.
The Marked Wreck Must Keep Its Promise
I made the contract's salvage physically obtainable and kept an abandoned prize available for a later return.
A Threat Is a Reason to Hire Protection
I let a threatened convoy offer escort work instead of waiting for an unrelated reason to ask.
Development Timeline
Synchronized view of design decisions and code architecture logs
Fights staged for the player happen where the player is
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.
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.
rival return
Give route proofs their own save store
The automated controller run-through has its own save folder again, so it can save and continue without touching a player's saves.
Seed the first destinations from the controller route
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.
Witnessed stagings pick their band by caller
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.
Key persistent cook caches by the cooking build
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.