SPACEGAME 3 โ€” VC Demo
Founder brief locked ยท concept demo
Investor Demo

SPACEGAME 3

A 2D multiplayer space survival simulation. Players crew replicant-piloted probes to Explore, Exploit, Expand, and Exterminate across a hand-authored galaxy โ€” gathering resources, building modular fleets, and racing a tech tree toward the warp drive that finally makes the frontier small. Bobiverse's premise, Factorio's systems depth, X4's scope, Valheim's netcode.

2D top-down ยท Steam + dedicated serversAny player hosts their saveElements-driven craftingFree to fly, pay for identity
A replicant-crewed probe ship approaches a glowing stargate mid-activation, a distant hand-authored star system visible through the ring
Key art โ€” the stargate threshold ยท generated concept
Why now

Systems-depth survival sims have outgrown their engines.

Three genre-proven mechanics, none combined by a shipped title, around one resource: the element.

Factorio, Valheim, and X4 each prove a different half of this game โ€” deep crafting chains, low-friction self-hosted multiplayer, and simulated space empires โ€” but no shipped title fuses all three around a single resource: the element itself. Steam's own networking stack now makes "any player hosts, nobody needs a server bill" a solved problem, and a modern host-authoritative ECS architecture makes a Factorio-scale simulation buildable by a small team instead of a AAA one โ€” a proven pattern regardless of which engine ultimately carries it (see Technology, below).

$196B
Global games market
0
Cloud DB bill โ€” players host their own saves
5โ€“6
Hand-authored systems, each with a personality
1 core
Every ship and station built from the same blocks
Product

Explore. Exploit. Expand. Exterminate.

One resource chain โ€” elements โ€” feeds every pillar below.

Players start as replicants โ€” disposable, jump-capable crew โ€” manning a single probe. Everything you can eventually build, from a mining laser to a warp drive, traces back to elements pulled out of regolith and scrap. Click a pillar below for how it plays.

ExplorePush out from your home system through the tech tree to reach 5โ€“6 hand-authored systems, each with its own personality and its own new elements.
ExploitMine asteroid belts and scrap fields for regolith and salvage, refine into ore, then atomize into elements โ€” the blueprint behind every item in the game.
ExpandPrint new hull blocks from atomized elements and grow a fleet โ€” every ship and station shares one 2D-grid block system built around a single core.
ExterminateGuns are just another module. Combat exists in the fiction and the tech tree from day one โ€” it's simply not required to reach the playable demo.
A large asteroid mid-destruction, a precise laser cut separating it into two pieces with molten ore scattering
Reactive destruction โ€” the cut is the geometry, the halves become two entities ยท generated concept
Signature systems

Four mechanics no shipped game combines.

The settled design spine โ€” independent of which engine builds it.

These aren't roadmap promises โ€” they're the settled design spine the whole game is built around. Click any card for the detail.

REGOLITH SCRAP ORE Fe

Elements are the bedrock

Regolith and scrap refine into ore, ore atomizes into elements, and every item in the game โ€” hull block, gun, scanner โ€” has an elemental blueprint.

Destructible, not scripted

Asteroids react to exactly where they're hit and split into real entities. The belt you strip mine stays stripped.

CORE

One core, infinite hulls

Ships and stations share a 2D-grid block system โ€” one core, your shape, your loadout, your cargo and energy stats.

Fe NOZZLE PRINT BED

Printers close the loop

Atomized elements become filament. Print-bed size is the only ceiling on what you can manufacture yourself.

An asteroid cluster with glowing embedded ore veins connected by thin schematic tech-tree lines, a mining probe cutting into the richest node
The progression spine โ€” destinations overlap on common elements, each adds one or two new ones ยท generated concept
Technology

The moat is: no server bill, no desync, no download tax.

The architecture is locked. Which engine expresses it is a near-term, time-boxed call.

Most persistent-world games force a choice between a central cloud database (recurring infra cost, a company that can shut your world off) and peer-to-peer chaos (desyncs, cheating). Spacegame 3 takes the Valheim/Factorio path instead: your save file is the world, Steam's networking layer moves the traffic, and the host machine is simply the single source of truth for everyone connected to it. Click a node for what it does.

STEAM CLIENTengine render + input ยท prediction STEAM CLIENTjoins via lobby / friend invite STEAM SDR RELAY HOST SIMULATION ECS architecture โ€” one true tick authoritative state-sync deltas spatial-hash sim by distance clients send intent, not state LISTEN-SERVERany player's own client DEDICATED SERVERoptional, headless, same binary no cloud database โ€” the save file IS the world

Graphics

2D "signal-noir" vector art: dark vacuum, emissive hulls and thruster trails, parallax starfields. Top-down readability first โ€” silhouette-driven sprites a small art team can produce at volume.

UI / UX

Edge-anchored survival HUD โ€” fuel, hull, cargo, and travel-time-remaining always glanceable; ship fitting, tech tree, and nav as overlay panels that never hide the ship.

Cost profile

Host-authoritative save files mean zero standing cloud infra cost per player. Our own spend is dev-environment only โ€” players' own machines (or their optional rented dedicated server) carry the simulation.

Settled, engine-independent

Save-file-is-the-world model, host-authoritative simulation, Steam transport for NAT/relay, listen-server + optional dedicated-server topology.

Open ยท team's call

Godot/GDScript vs. Bevy/Rust is not yet decided. A time-boxed spike (perf, netcode, desync behavior on both tracks) gates the choice before real implementation starts โ€” see the roadmap.

Honest framing
Every claim above about cost, hosting, and persistence holds under either engine track. Nothing in this pitch is contingent on Bevy specifically winning that fork.
A modular 2D-grid spacecraft under construction, hull blocks fitted around a glowing core, a printer arm extruding a new block from molten filament
One core, same blocks โ€” ships and stations built from an identical grid system ยท generated concept
Business model

Free to fly. Pay for identity, never power.

One principle is founder-locked; the mix and the numbers around it are not.
StreamWhat it isTarget mix
CosmeticsHull liveries, thruster trails, replicant callsigns and portraits โ€” visible status, zero stat impact.55%
Season contentNew authored systems and event arcs; cosmetic + convenience track only.30%
Founder fleetsEarly-supporter packs: named stations, charter slots, lifetime insignia.15%

Founder-stated principle, held firm under direct questioning: hard in-game currency is earned through play, never purchasable with real money โ€” fast travel, warp access, and every progression gate stay behind gameplay, not a storefront. This keeps the tech tree and stargate network honest as a design spine instead of a monetization lever. Steam's own discovery surface (wishlist, store page, friend invites) is the primary acquisition channel for this genre's core audience.

Founder-locked

Cosmetic/convenience-only monetization. Hard currency is earn-only, never purchasable. Held under direct questioning.

Illustrative, not committed

3โ€“6% MAU conversion and $9โ€“14 monthly ARPPU are benchmark F2P survival/sandbox figures on Steam, net of Valve's cut โ€” not our own measured numbers. The revenue split above (55/30/15) and the free-to-play/Early-Access packaging itself are still open, to be validated during closed alpha.

Roadmap

Demo first: build and explore, combat later.

Engine choice gates Phase 1's real implementation start โ€” everything else queues behind it.
Phase 1
Playable demoSingle home system, elements/mining/refining loop, modular ship building, reactive asteroid destruction, printers. No combat โ€” the build/explore/progression spine proven first.
Phase 2
Multiplayer backboneSteam networking online: any-player-hosts, optional dedicated server, host-authoritative state-sync validated against desync/cheat resistance.
Phase 3
Full galaxyAll 5โ€“6 hand-authored systems live, stargate/portal travel, full tech tree to warp drive, replicant ship-jumping and automation commands.
Phase 4
1.0 launchSteam release, combat module (Exterminate) live, season-one event arc, cosmetics storefront.
Gate before Phase 1
A time-boxed engine spike (Godot vs. Bevy โ€” perf, netcode, desync behavior on both tracks) resolves before real implementation starts. The architecture and mechanics above hold under either outcome.
The ask
Milestone-gated against a four-phase build, not a lump-sum bet.
Seed round
$2.5M

Runway for a small senior team to take the playable demo (Phase 1) through the full galaxy (Phase 3) and into a Steam 1.0 launch. Milestone-gated to demo completion and a validated multiplayer backbone. Numbers illustrative pending a formal budget pass โ€” the mechanics and architecture above are the settled, founder-confirmed design.

Team, exact runway split, and hiring plan to be finalized alongside MASTER-PLAN.md's phased build schedule.