window.GDD = window.GDD || {}; function OverviewPage() { return (
A browser-based spreadsheet simulator in the EVE Online tradition, set inside a single persistent galaxy that the server simulates as a living world. The game is played through UI panels, market tables, inventory grids, and chat channels — not by flying a ship. Movement and combat are deliberately rudimentary; the depth lives in the economy, information diffusion, strategic decisions, and a galaxy that evolves around you through dynamic PvE events and emergent world story.
| Pillar | Prototype Interpretation | MVP Scope |
|---|---|---|
| Economy & markets | Player-led economy with NPC support. Mining → refining → manufacturing → trade. Geographic price differences, contract markets, order books, and information asymmetry between systems create emergent trade routes and speculative opportunities. This IS the game. | Era 1 NPC economy, single-player mining/refining/manufacturing Era 2 Player-to-player market, info diffusion |
| Social & multiplayer | Local chat, delayed PMs, bounty system, emergent player-driven justice. Communication is range-based. Priority pillar. | Era 2 All social features require multiplayer |
| Command-based (not action) | Players issue high-level intentions — click a point of interest and the ship autopilots there. Click a hostile and the ship auto-engages. During combat the player manages reactor power allocation (FTL-style) between systems. No manual flight, no aiming, no skill shots. The skill is in what you power, not how fast you click. | Era 1 Core combat & movement loop |
| Ship fitting | CPU/Power Grid slot system. High/Med/Low slots with meaningful fitting tradeoffs. Multiple ships, AI crew (post-MVP). | Era 1 Basic fitting, single ship class |
| Emergent lore | No server has the same lore as another. The galaxy is a single persistent world with systems, planets, anomalies, and orbiting objects. A world simulation layer spawns PvE events dynamically — faction wars, space anomalies, migrations, raids — that create a living story unique to every server. Lore evolves through both player actions and server-driven world events. | Era 2 Living galaxy requires world agents |
90% of gameplay happens in tables, charts, and panels: market order books, cargo manifests, fitting spreadsheets, route planners, ship AI logs, and chat channels. The 3D viewport gives spatial awareness, not twitch gameplay. Movement is click-to-autopilot. Combat is click-to-engage with FTL-style power management. The depth is in the economy and information.
SpacetimeDB owns authoritative game state. The browser renders state and sends player intentions. The renderer should never become the source of truth.
Market data propagates at the speed of player travel, not the speed of light. Knowing a price discrepancy exists before other traders — that's the skill. The ship AI (Zora) is a living market intelligence tool. See the Economy → 📡 Info Diffusion tab for the full model.
The player never pilots the ship directly. Click a destination → ship autopilots. Click a hostile → ship auto-engages. During combat, the player manages reactor power allocation (FTL-style: weapons/shields/engines/aux) and subsystem targeting. That's it. Ship destruction is an economic event (ISK sink, insurance payout, loot drop), not a competitive action moment. ISK (symbol ₢) is the canonical in-game currency.
| Screen / Panel | Minimum Functionality |
|---|---|
| Login / Connect | Display current identity and connection status. |
| 3D Star-System Map | Strategic overview — ships, asteroids, station, click-to-set-waypoint. Not a flight sim. |
| Ship Status Panel | Name, owner, status, cargo, current action, location. |
| Inventory Panel | Item type + quantity grid. Sell button when docked. Cargo capacity bar. |
| Station Panel | Dock/undock state, sell ore, view market, refit ship. |
| Market Panel | Order book, price per unit, place sell order from inventory. NPC-only economy in Era 1. |
| Combat HUD | Target selection, module activation, reactor power allocation bars (FTL-style). |
| Debug Panel | Reducer call log, error display, connection metrics, entity count. |
| Screen / Panel | Minimum Functionality |
|---|---|
| Market Panel ★ | Primary game surface. Order book with depth, price history charts, contract specifications, bid/ask spread, long/short positions, margin account, place orders (market/limit/stop). See the Interactive Demos → Market demo. |
| Commodity Ticker | Scrolling price ticker across all contracts. Real-time price updates. Category filters. Sparkline charts. |
| Chat Panel | Send and receive local/system messages. Range-based propagation. |
| Bounty Board | Active bounties by tier, place bounty on player, kill feed. |
| Galaxy Map | Region/constellation/system hierarchy, faction territory overlay, active world events. |
| World Event Panel | Active events in current region, countdown timers, story log access. |
When the player's ship is in space (undocked), the primary view is a 3D viewport with diegetic HUD overlays. This is what the Game HUD demo validates. The 3D scene shows the ship's surroundings (asteroids, stations, other ships, celestials) while the HUD overlays provide:
When the player is docked at a station, the 3D viewport is replaced by a traditional panel-based UI — the "spreadsheet simulator" surface. This is the Overview spec's "tables, charts, and panels" description. Station mode panels include:
Accessible from either view mode, the map replaces the main viewport with a full-screen 3D strategic map. Era 1 shows the current star system (single system with celestials, belts, stations). Era 2 adds the Galaxy Map (multi-system with region/constellation hierarchy, faction overlay, world events).