Basic UI Shell: bring back the in-game flight HUD and station info panel, and implement the missing "station mode panel swap." Implementation: - New `in_system/hud.rs` with a reactive, idempotent `sync_hud_panels` system: it shows the station info panel while the player is `Docked` and the flight HUD while in `FlightState`, spawning/despawning only when the on-screen panel disagrees with the player's state. This replaces the old fragile event-driven spawn/despawn scattered through the transition systems. - Re-enabled the docked info panel (`ui.rs`) and flight HUD (`flight_ui.rs`), restructured both as small corner-anchored overlays with NO full-screen root so they only block camera orbit input when the cursor is directly over a panel (orbit_camera_control suppresses input over any UI node). - Made the docked panel info-only (actions live in the contextual action panel, which adapts to docked/flight modes). - Fixed the broken undock chain: `start_undocking`/`start_travel` now take a real `now_ms` (was hardcoded `0.0`, completing instantly) and a new `complete_operations` bridge maps `OperationCompletedEvent::Undocking` back to `UndockEvent` so `handle_undock` actually runs. - Wired `ActionType::Dock` to fire a `DockEvent` for a targeted station / habitable planet so the flight→docked swap is reachable too. - `handle_docking` now also clears Velocity/MoveTarget/SelectedTarget so the docked ship stops cleanly. - Fixed deprecated Bevy 0.16 APIs (single_mut, EventWriter::write, despawn) and removed now-dead code, dropping total warnings 183→137. Compiles clean (`cargo check`); no new warnings in touched files.
VOID::NAV
A single-player narrative-driven space exploration experience where you author your own mini-series. Inspired by Windward's open-world freedom, Stellaris's strategic depth, and AI-generated storytelling in the style of The Templin Institute. Every campaign generates a unique tale of exploration, commerce, diplomacy, and conquest.
You are a young captain with an entire galaxy to explore—and a story to write. Every campaign features a unique, procedurally generated galaxy. Trade between stations, broker alliances between factions, wage war or maintain peace, and watch as the AI Story Director weaves your choices into an evolving narrative. Prefer a quieter life? Simply sail the stars and let your story unfold.
Conflict occurs through FTL-style tactical resource management—not dogfighting. When combat happens, it's a dramatic beat in your story. 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. But combat is a feature, not the focus.
VOID::NAV is a pnpm workspace monorepo for the game website, living design docs, and game client. V1 focuses on single-player emergent storytelling with local persistence and AI-driven narrative generation.
Core Pillars
| Pillar | Description |
|---|---|
| AI Story Director | Emergent narrative generation tracks your choices, alliances, conflicts, and discoveries. The AI weaves your actions into an ongoing saga. V1: real-time emergent storytelling. Future: episodic mini-series generation. |
| Exploration & Discovery | Procedurally generated galaxy with fog of war. Discover anomalies, derelicts, new factions. Every discovery becomes part of your story. |
| Trade & Diplomacy | Stellaris-inspired economic and political systems. Supply factions, broker alliances, negotiate borders. Commerce and conversation are equally viable paths. |
| Ship Customization | Your ship is your narrative vessel. Customize for trade, exploration, or conflict. Multiple classes from nimble scouts to powerful cruisers. |
| Dynamic Galaxy | Your actions shape both the world AND the story. Faction relations, territory control, and world events evolve through your choices. |
| Solo Adventure | A personal galaxy to explore at your own pace. Your story, your pace. The architecture supports optional co-op servers later. |
Secondary Features
- FTL-Style Tactical Combat — Power management combat exists as a dramatic beat in your story, not the gameplay loop
- Mining and resource gathering
- Mission and quest systems
Layout
apps/docs Living design docs and interactive demos
apps/site Public landing page / game website
apps/game Playable game client (Rust + Bevy)
packages/ui Shared UI primitives and CSS tokens
archive/legacy-static Legacy static prototype files kept for reference
Prerequisites
- Node.js 24+
- pnpm 9+
- Rust toolchain (for the game client)
Quick Start
pnpm install
pnpm dev
This launches the docs and site servers.
Open http://localhost:5175 to play the game.
Press Ctrl+C to stop everything.
Development
pnpm dev # Docs + site servers
pnpm dev:docs # Docs only (port 5173)
pnpm dev:site # Site only (port 5174)
cd apps/game && cargo run # Game client
Default ports:
- docs:
http://localhost:5173/docs - site:
http://localhost:5174 - game:
http://localhost:5175
Builds
pnpm build # Build all apps
pnpm check # Typecheck all packages
cd apps/game && cargo build # Build game client
Game Client
The game client (apps/game) is built with Rust and Bevy. It runs locally and persists game state locally with full single-player campaign support.