2026 · 17k LOC
or9.space
A continuous-scale RTS where you start as one deckhand mining ore by hand and end commanding an empire.
or9.space collapses the usual genre wall between an action game and a strategy game. There is one continuous world and one continuous zoom: on foot inside a ship, out to the hull, into the air, up to orbit, out to the galaxy map, with no loading seam between scales.
You start at the bottom. The opening avatar is a deckhand hand-mining ore for credits. The first ship is something you buy, broke, and outfit from nothing. From there the ladder runs up — hire crew, man the pilot, gunnery, engineering, and mining stations aboard a walkable interior, then stop flying every ship yourself and start delegating to crews that run missions while you look elsewhere.
Attention is the scarce resource. Persistent theaters — one per moon or location — keep simulating in real time whether or not you are watching; the strategic galaxy layer ticks economy, supply, and faction war on its own clock. A front you ignore can fall while you are mining on the other side of the map.
Movement is genuinely spherical. Real-time units travel great-circle paths across procedural terrain globes with no navmesh — a unit-tested GlobeMath core backs every move, placement, and build. Combat is EVE-flavored fleet tactics: grouping, swarm movement, coordinated fire. Five original factions, four manufacturers, ten-plus ship roles.
Every name in the build is original and documented in an IP bible — factions, ships, resources, manufacturers — so the game is clear to ship on Steam with no borrowed universe. Godot 4.6, GDScript, seventeen thousand lines, built continuous from the start.