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Ten Thousand Stars

Mobile space strategy game.

Concept

Control systems across a star map. Each system produces ships over time based on the planets it contains. Connect systems via routes and move fleets between them to expand your territory.

Running

Each run generates a new random map (6–12 systems).

Debugging

In-editor scene tools

Two scenes have [Tool] scripts with inspector toggles for previewing without running the game:

  • Level.tscn — tick Regenerate in the inspector to preview a map layout. Set PreviewSeed to pin the seed.
  • scenes/ui/NarrativeScreen.tscnPreviewInEditor = true shows the full mission brief layout with sample text and faction data.

StoryDebugScene

scenes/debug/StoryDebugScene.tscn runs a full campaign in-engine. Select an archetype, optionally enter a win/loss pattern (e.g. W,L,W), and hit Generate. The report shows each chapter's interlude, briefing, barks, and outcome. Interlude buttons open the real NarrativeScreen with live narrative data. The Preview Outro button unlocks after a full campaign completes.

NarrativeCli

Headless C# runner — no Godot required. Useful for rapidly iterating on story configs.

dotnet run -- [archetype] [win-pattern]
dotnet run -- conquest W,L,W
dotnet run -- scenarios
dotnet run -- scenarios <played> <won>

archetypefalling_empire, rising_power, or conquest (omit for random). win-pattern — comma-separated W/L per chapter (omit for all wins). scenarios — lists all scenarios and their unlock criteria instead of running a campaign.

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procedural 2d strategy game

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