
Developer blog #4. Enhancing the player experience
Wanderers! In our latest blog, we shared our updated vision for the game and the key changes in the 0.7 update. Since then, we’ve continued to work on the project and brainstorm new ideas to create an engaging player experience.
In this blog post, we’ll tell you about our progress on PvP and PvE focused modes, as well as what else you can expect in future game updates!
New PvP mode
We are currently actively experimenting with a new PvP mode that features a battle between two teams, where the outcome will depend on the players’ coordinated efforts and a tactical approach to combat.
The mode is based on classic PvP gameplay: a match between two opposing teams of players. During the battle, players earn points that bring their team closer to victory. Points are awarded for performing various actions, including destroying enemy ships.

We plan to include several dynamic points of interest on the map so that players can quickly find locations for guaranteed skirmishes. In addition to real players, each team will include massive AI-controlled frigates, and points will be awarded for damaging them.
There will be no evacuation or loot in this mode, but players will receive resources as a reward based on their personal contribution to the battle. A unique resource will also be available as a reward, which can be used for crafting weapons. And yes, it will be tradable on the market!
A more precise matchmaking system will be implemented specifically for this mode so that players on both teams can enjoy their time in the mode. Matchmaking will be continuously refined and improved to ensure the best possible team-based PvP experience.
Among the possible mechanics being considered for the mode is the ability to respawn after being destroyed. This will help players become more familiar with their ship during a single battle and level the playing field for both teams.
Enhancing the PvE gameplay
We are also continuing to develop the experience of direct interaction with the game world through battles against AI-controlled opponents.
For instance, we’re exploring various options for populating locations and game modes based on the intended difficulty level. For example, each location can have several difficulty zones, with enemy ships in each zone differing significantly in both parameters and size and type.
Regarding the variety of enemy ships, we’re developing different ship types and sizes tailored to specific roles. For example, ships smaller than the player’s ship will serve as “disruptors” in relatively easy zones, with their attacks only harmful to players who’ve been paying little attention to the game. Medium-sized corvettes (slightly larger than player ships) will pose a much greater threat due to their high survivability and damage output, patrolling dangerous zones or protecting convoys. Finally, giant ships that are several times larger than player ships will require an entire squad of like-minded players to take them down.
This division into difficulty zones and enemy ship classes will help new players better assess risks while still being able to gather resources and set progression goals even within a single location.
All the features described in this blog are either in the active development phase or in the process of being integrated into a cohesive player experience. We’ll be sure to share the latest developments with you as soon as we’re confident they align well with our vision for the game.
In the meantime, we invite you to discuss this blog post on our official pages!