# 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`