# VOID::NAV

**A single-player open-world space exploration RPG** — trade, quest, fight, or simply drift and enjoy the ambiance. Inspired by the charm and freedom of Windward Horizon, set in a procedurally generated galaxy with FTL-style tactical combat.

You are a young, unaffiliated captain with an entire galaxy open for exploration. Every campaign features a unique, procedurally generated sector map. Trade goods between stations, take on quests for various factions, mine asteroid belts, or simply cruise and enjoy the void. Prefer a quieter life? You can simply sail the stars.

Combat is **FTL-style tactical resource management** — no dogfighting or direct piloting. Click a hostile, your ship auto-engages, and you manage reactor power between Weapons / Shields / Engines / Auxiliary. The skill is in *what* you power and *when*, not how fast you click.

VOID::NAV is a pnpm workspace monorepo for the game website, living design docs, browser game shell, and SpacetimeDB backend module. The architecture supports optional co-op servers in the future, but the core experience is designed as a solo adventure.

## Core Pillars

| Pillar | Description |
|--------|-------------|
| **Open-World Exploration** | Procedurally generated galaxy with unique sectors, anomalies, and hidden treasures every campaign |
| **Trade & Commerce** | Regional price differences, supply/demand, and trade routes between stations and factions |
| **FTL-Style Combat** | Tactical power management (not action). Auto-engage with reactor allocation decisions |
| **Ship Customization** | Build the ship that suits your style — tough juggernaut, nimble scout, or cargo hauler |
| **Dynamic World Impact** | Faction leaders, world events, and player actions shape the galaxy without firing a shot |
| **Solo Adventure** | A personal galaxy to explore at your own pace. The architecture supports optional co-op servers later. |

## Layout

```text
apps/docs          Existing docs, interactive demos, and vertical slice
apps/site          Public landing page / game website
apps/game          Playable game shell connected to SpacetimeDB bindings
packages/ui        Small shared UI primitives and CSS tokens
services/spacetimedb TypeScript SpacetimeDB module
archive/legacy-static Legacy static prototype files kept for reference
```

## Prerequisites

- Node.js 24+
- pnpm 9+
- SpacetimeDB CLI (`spacetime`) v2.3.0+

The SpacetimeDB CLI is not vendored. Frontend builds use the committed placeholder bindings in `apps/game/src/module_bindings`; run `pnpm generate:bindings` after installing the CLI to replace them with generated bindings.

## Quick Start

```bash
pnpm install
pnpm dev
```

This single command starts a fresh SpacetimeDB instance (ephemeral, in-memory), publishes the module, generates bindings, and launches the game dev server.

Open `http://localhost:5175` to play.

Press `Ctrl+C` to stop everything.

## Development

```bash
pnpm dev            # Full stack: SpacetimeDB + game (port 5175)
pnpm dev:docs       # Docs only (port 5173)
pnpm dev:site       # Site only (port 5174)
pnpm dev:game       # Game frontend only (requires running SpacetimeDB)
```

Default ports:

- docs: `http://localhost:5173/docs`
- site: `http://localhost:5174`
- game: `http://localhost:5175`
- SpacetimeDB: `http://127.0.0.1:3000`

## Builds

```bash
pnpm build          # Build all apps
pnpm check          # Typecheck all packages
pnpm generate:bindings  # Regenerate SpacetimeDB TypeScript bindings
```

## SpacetimeDB

Root `spacetime.json` points at `services/spacetimedb` and generates TypeScript bindings into `apps/game/src/module_bindings`.

The `pnpm dev` script uses an isolated ephemeral data directory (`.spacetime-dev/`) so it starts clean every time. No stale database or auth issues.

Reducers: `connectPlayer`, `renamePlayer`, `seedWorld`, `ping`, `undock`, `selectTarget`, `startApproach`, `completeApproach`, `dock`, `startMining`, `completeMiningCycle`, `sellOreToNpcMarket`
