Short dispatch today. After yesterday's week-one wrap-up I kept coding, but life and a pile of unfinished edges meant I did not push another large production update. That is on me, not on you waiting - I would rather ship something tested than rush half a queue system live.
What is on the workbench
Alpha feedback keeps saying the same thing in different words: the economy depth is fine, but early play feels like too many manual hops - build a part, launch a batch, check orbit, repeat. I am building iteration two around plan once, queue many, without ripping out refinement tiers or orbital assembly:
- Blueprint mission wizard - pick a ship schematic and let the colony plan factory builds plus launch batches instead of clicking every step by hand.
- Factory and launchpad job queues - line up component builds and surface-to-orbit cargo; workers drain the queue when a slot frees.
- Colony command board - one scrollable ops view of what is running, queued, or stalled on a planet, with optional labels on refineries so ten identical pads are tellable apart.
- Mission overview and production goals - UI-only pacing hints so you see progress toward a first scout without pretending the sim got simpler.
When it ships
This is on a feature branch, not production yet. A few UI surfaces still need polish - launchpad queue visibility in the panel, auto-assemble handoff, more mobile passes on the ops board. I expect to merge and deploy once those pieces behave under real alpha load. Urgent bugs still go through Command relay as usual; I read everything.
Sebastian "Degola" Lagemann