"Human beings, vegetables, or cosmic dust – we all dance to a mysterious tune, intoned in the distance by an invisible piper." — Albert Einstein

Spacedust® is a procedurally generated, simulation, role-playing, exploration space game for Android. While ideas have been forming over several years, implementing the actual game has only just begun. It is an ongoing project to explore procedural generation, simulation, and game design. Check out the roadmap for more information.

Design Goals

Procedural Generation - As much as possible should be procedurally generated so that using the same seed produces a very similar experience while using a different seed produces a significantly different experience. Stars, planets, terrain, names, and what plants, animals, and resources appear where should be procedurally generated. Some features may be similar across all seeds while others will be different depending on the specific seed.

- As much as possible should be procedurally generated so that using the same seed produces a very similar experience while using a different seed produces a significantly different experience. Stars, planets, terrain, names, and what plants, animals, and resources appear where should be procedurally generated. Some features may be similar across all seeds while others will be different depending on the specific seed. Simulation - After everything has been generated, simulation is the next step. Static environments are not interesting. Interactions between plants, animals, resources and the environment should simulated as well as be diverse and interesting.

- After everything has been generated, simulation is the next step. Static environments are not interesting. Interactions between plants, animals, resources and the environment should simulated as well as be diverse and interesting. Role-playing - Observing a generated simulation is impersonal. You should feel a part of the world and attached to your character, possessions, spaceship, etc. Additionally, a static character with no character development is not interesting. Your character should evolve through acquiring items, abilities, skills, etc.

- Observing a generated simulation is impersonal. You should feel a part of the world and attached to your character, possessions, spaceship, etc. Additionally, a static character with no character development is not interesting. Your character should evolve through acquiring items, abilities, skills, etc. Exploration - There should always be a reason to see what’s under that rock, around the corner, over the horizon, at the next star.

- There should always be a reason to see what’s under that rock, around the corner, over the horizon, at the next star. Difficulty - Striking the right balance between too easy to be interesting and so hard it is very frustrating is tricky. Some activities will be difficult and rewarding while others will be easy enough to accomplish during a short play session. There will be consequences for actions, but not so harsh that you don’t want to take any risks.

- Striking the right balance between too easy to be interesting and so hard it is very frustrating is tricky. Some activities will be difficult and rewarding while others will be easy enough to accomplish during a short play session. There will be consequences for actions, but not so harsh that you don’t want to take any risks. Space Sci-Fi Theme - Sci-Fi tends towards having reasons things work the way they do which can make a fictional universe more interesting. Additionally, a space game fits well with a future technology theme.

- Sci-Fi tends towards having reasons things work the way they do which can make a fictional universe more interesting. Additionally, a space game fits well with a future technology theme. No Ads or Microtransactions - Experiencing a game should not be interrupted with “Well, if I paid a little more…” It is immersion-breaking and exploitative. Paying for large expansions (that add a lot of new content) is an acceptable alternative. As for ads, they are too distracting and not very effective. For more information, check out purchase and support.

Many games have served as an inspiration in some way.

Borderlands - randomly generated items, humor

- randomly generated items, humor Dwarf Fortress - generated landscape, detailed simulation

- generated landscape, detailed simulation EVE Online - space, resources, skills, economy

- space, resources, skills, economy FTL: Faster Than Light - ship layouts and functions

- ship layouts and functions Factorio - resources, crafting, progression

- resources, crafting, progression Final Fantasy XIV - crafting, gathering, gardening

- crafting, gathering, gardening Knights of the Old Republic - role-playing, storytelling

- role-playing, storytelling Mass Effect - space, role-playing, storytelling

- space, role-playing, storytelling Master of Orion - space exploration, battle, conquest

- space exploration, battle, conquest Minecraft - procedurally generated worlds, gathering, crafting

- procedurally generated worlds, gathering, crafting Myst / Riven - puzzles, mystery, exploration, storytelling

- puzzles, mystery, exploration, storytelling NetHack - randomly generated items, puzzles, levels, role-playing

- randomly generated items, puzzles, levels, role-playing Neverwinter Nights - role-playing, storytelling

- role-playing, storytelling No Man’s Sky - everything

- everything Spore - space, planet generation, simulation

- space, planet generation, simulation Star Wars Galaxies - open world sandbox, crafting

- open world sandbox, crafting The Sims - simulation

- simulation WildStar - sci-fi theme, humor

Cool projects currently in development by others: