Exploration
This section captures the idea space for how players discover the universe — separately from how they reach it.
It does not describe final game behavior. It summarizes the broad direction and links to the focused idea pages.
Why this section exists
Today's prototype shows the entire universe map to every player from the moment they log in. That keeps the UI simple but flattens exploration: there is nothing left to find. This section explores adding a discovery layer on top of the map, with multiple gameplay surfaces (probes, observation, intel trade, espionage) that an explorer archetype can own.
The companion idea Player-Built Connectivity treats reach and knowledge as separate research tracks. Reach is decided there. Knowledge is decided here.
The two layers together give the player two distinct ways to expand:
- Reach lets you go further with each Jumpgate / Wormhole you build.
- Knowledge lets you find out what is out there to go to in the first place.
Goal
Make the universe partly unknown to every player at any given moment, and turn the act of finding out what is out there into its own gameplay surface — distinct from the act of reaching it.
Supporting goals:
- Give the explorer playstyle a real, marketable output: intel.
- Avoid presenting players with an omniscient universe map by default.
- Decouple "I know System X exists" from "I can travel to System X".
Topics
Knowing the universe
How players learn that regions, galaxies, and orbital systems exist. Active scouting (probes), passive observation (telescopes), intel trade, and espionage. What the universe-map UI shows for cells the player has not yet discovered.
See Knowing the Universe.