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PROJECT

2026 · 17k LOC

or9.space

A continuous-scale RTS where you start as one deckhand mining ore by hand and end commanding an empire.

Godot 4.6GDScriptgdUnit4Original IPBETA

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.