Warp Gates and Wormholes have always been cornerstones of speculative fiction, embodying the dream of instant travel across impossible distances. They represent the ultimate triumph over the constraints of light speed, allowing civilizations to bridge galaxies and reshape the course of destiny—or face its terrifying risks. In this update, these concepts transition from fiction to core gameplay, offering you new strategic horizons and dangers to master.
1. Construction System
This is an important new feature. A Spacecraft fitted with a Construction Beam module can now build structures. Activating the "Construction" button on a ship reveals available projects, starting with the Warp Gate.
Beginning construction consumes the required resources from the ship's cargo. Every project needs some time to complete, during which the structure is non-functional. To accelerate progress, multiple ships can contribute to the same construction project simultaneously.
Construction time.
2. Warp Gates
Players can now construct and link Warp Gates using the construction panel. Once two or more gates are operational, a player can configure an instant travel network between any two gates, regardless of how scattered they are across the galaxy. Transit between linked gates is instantaneous but carries risk; ships have a base loss probability of being destroyed during transfer. This inherent risk can be mitigated by researching specialized technology.
A fleet is approaching a warp gate.
The player can connect warp gates scattered in the galaxy.
3. Worm holes
Wormholes are natural FTL passages that function like constructed Warp Gates but with key differences. They appear randomly as paired links between two star systems and must be discovered before they can be used.
Each wormhole pair is either stable (permanent) or unstable. Unstable wormholes collapse after a set timer. When a collapse occurs, any fleet that was split between the entry and exit points becomes permanently divided. The player is then forced to make a strategic choice: retain control of the fleet section that crossed the wormhole, or the section that was left behind, effectively abandoning the other group (similarly if a warp gate is destroyed).
A fleet is approaching a warp gate.
A fleet is approaching a warp gate.
My goal is to create a richly procedural world with interconnected events, ensuring that every playthrough is not only unique but also feels truly distinct.
thanks,
Tensorial