A SimEarth-inspired space colonization game featuring realistic manufacturing chains, AI-driven mission planning, and player-driven economics.
Build settlements across the solar system and beyond. Process raw regolith into manufactured goods. Manage complex supply chains. Make critical decisions about terraforming alien worlds. Guide humanity's expansion through wormhole networks into the unknown.
- Planetary Simulation: Test terraforming scenarios with accelerated time (100-year projections in minutes)
- Admin Control: Manual mission design teaching AI patterns for autonomous deployment
- Economic Projection: Resource flow visualization showing GCC movement across solar system
- Emergent Complexity: Simple controls creating realistic planetary evolution and economic outcomes
- Player-Driven Economy: Contracts, insurance, logistics markets controlled by players
- Mission Generation: Procedural missions with pattern learning and AI adaptation
- Corporation Mechanics: Organizations, consortiums, reputation systems
Grounded in real physics, chemistry, and orbital mechanics while maintaining engaging gameplay.
Deep Dive: SimEarth Admin Vision - Comprehensive guide to planetary simulation, mission control, and AI pattern learning
Phase 3: Integration & Restoration (Active)
Test Failures: ~393 (down from 420) - Target: <50
Next Phase: UI Enhancement (SimEarth admin panel + Eve mission builder)
Recent Progress:
- ✅ Shell construction system - 66/66 specs passing
- ✅ Consortium membership - 5/5 specs passing
- ✅ Crater dome covering - 23/24 specs passing
- ✅ TradeService pricing logic - fixed factory issues and method implementations
- ✅ UnitAssemblyJob currency seeding - added GCC/USD currencies to test environment
- ✅ Orbital resupply cycle - updated craft type and mocking strategy
- 🔄 GameController singleton methods - moved method definitions before usage
📊 View Current Status | 🗺️ Development Roadmap
- Full Documentation Hub - Complete documentation navigation
- Getting Started Guide - Set up development environment
- Architecture Overview - System design and structure
- Game Mechanics - Core gameplay systems
- Development Docs - Active work, planning, and reference guides
- Environment Rules - Critical Docker/Git boundaries
- Testing Guide - RSpec, integration tests, CI/CD
- User Guide - How to play
- Terraforming Guide - Planet transformation systems
- Trading System - Contracts, insurance, and logistics (see below)
- Rails 7.0.8.4
- Ruby 3.2
- PostgreSQL 16
- Docker (development environment)
- RSpec + Capybara + Selenium (testing)
- SimpleCov + CircleCI + Code Climate (quality control)
# Clone repository
git clone https://github.com/yourusername/galaxyGame.git
cd galaxyGame
# Start development environment
docker-compose -f docker-compose.dev.yml up
# Run tests (in container)
docker-compose -f docker-compose.dev.yml exec web bundle exec rspec
# Access application
open http://localhost:3000Full setup instructions: docs/developer/setup.md
- ISRU Processing: Regolith → Processed materials → Components → Structures
- Component Production: 3D printing, material processing, waste management
- Construction: Shells, domes, habitats, industrial facilities
- Manufacturing Chains Documentation
- Player Contracts: Item exchange, courier services, auctions
- Insurance System: Risk management for logistics and trade
- Organizations: Corporations, consortiums, reputation systems
- Economic System Documentation
- Geosphere: Geology, regolith composition, resource deposits
- Hydrosphere: Water systems, ice caps, subsurface oceans
- Biosphere: Terraforming, ecosystems, life support
- Planetary Systems Documentation
- Mission Planning: AI-driven expansion and resource optimization
- Probe System: Autonomous exploration and scouting
- Pattern Learning: AI learns from missions to improve future decisions
- AI Manager Documentation
Comprehensive player-driven trading inspired by EVE Online with integrated insurance for risk management.
- Item Exchange: Direct trades between players
- Courier Services: Transport contracts with insurance options
- Auctions: Player-created markets for goods
- Location-Based: Contracts available at specific stations/bases
- NPC Insurance Providers: Three companies (Galactic Insurance Consortium, Luna Risk Management, Earth Transport Underwriters)
- Risk-Based Pricing: Premiums adjust based on route danger and contractor reputation
- Coverage Tiers: Basic (50%), Standard (75%), Premium (90%)
- Claims Processing: Automated assessment with manual review for disputes
- Collateral System: Security deposits for contractors
- Reputation Tracking: Failed deliveries impact future opportunities
- Escrow Services: Secure fund/item holding during transactions
- Player-First Logistics: NPCs create player contracts first, fallback to automated delivery if no takers
# NPC creates player-visible contract
contract_data = {
issuer: npc_settlement,
contract_type: :courier,
location: pickup_station,
requirements: {
pickup_location: "Luna Base",
delivery_location: "Earth Station",
cargo: { material: "titanium", quantity: 1000 }
},
reward: { credits: 5000 },
collateral: { amount: 2500, type: 'gcc' }
}
result = Logistics::PlayerContractService.create_logistics_contract(contract_data)Full API Documentation: docs/architecture/organizations_system.md
- Player Agency: Players control logistics market through competitive contracts
- Market Dynamics: Insurance companies compete on rates and coverage
- Systemic Stability: Insurance absorbs failures, preventing economic cascades
Detailed Documentation: docs/architecture/financial_system.md
We welcome contributions! Current focus areas:
- Test Restoration: Surgical fixes for ~398 failing specs
- Code Quality: Improving test coverage and documentation
- Bug Fixes: Addressing issues in manufacturing, financial, and settlement systems
- UI Enhancement: SimEarth-style admin panels and D3.js visualizations
- Mission Builder: Eve Online-inspired mission generation tools
- System Projector: Economic forecasting and resource flow tracking
- Check Current Status for active work
- Review Environment Boundaries for critical development rules
- Follow commit message format:
fix:,feat:,docs:,test: - Update documentation with every code change
- Submit PRs with passing tests
Contribution Guidelines: docs/developer/README.md
Humanity has discovered a network of wormholes enabling FTL travel. Your role: guide the expansion beyond Sol, establish settlements on alien worlds, develop manufacturing chains from raw regolith to complex structures, and make critical decisions about terraforming and resource allocation.
- Consortium Framework: Competing factions and corporations
- Crisis Mechanics: Events and challenges driving narrative
- AI Intelligence: Autonomous systems learning from player decisions
- Procedural Generation: Unique alien worlds and challenges
Full Storyline: docs/storyline/
- Total Examples: ~2,600
- Current Failures: ~398 (Phase 3 restoration in progress)
- Target: <50 failures before Phase 4
- Coverage: SimpleCov tracking (manufacturing pipeline fully tested)
- Active Branch:
main - Recent Commits: Test restoration, manufacturing fixes, documentation reorganization
- CI/CD: CircleCI + Code Climate integration
- Code Quality: Monitored via Code Climate
[License Type] - See LICENSE file for details
- Documentation: docs/README.md
- GitHub Issues: Issue Tracker
- Project Board: Development Roadmap
- Live Demo: [Coming Soon]
Last Updated: January 16, 2026
Version: Development (Phase 3 - Test Restoration)