Reach feature parity with Aurora 4X. Every mechanic, system, and interaction that makes Aurora playable — plus the underlying engine, UI, and networking systems that make Protostar itself work and be playable.
| Game Set Up | |
| Race Creation | Done |
| Galaxy Creation | Done |
| Race & Fleet Ship Picture Selection | Planned |
| Engine & Infrastructure | |
| ECS Core Engine | Done |
| JSON-Driven UI Framework | Done |
| Multi-Device Browser Support | Done |
| Real-Time Networking (SignalR) | Done |
| Mod Loader System | Partial |
| Save / Load & Persistence | Done |
| Ship Design & Construction | |
| Armour System | Done |
| Class Design | Done |
| Component Designer | Done |
| Shipyard System | Done |
| Ordnance / Missile Designer | Done |
| Turret Design | Done |
| Fleet & Naval Operations | |
| Cargo & Logistics | Done |
| Colony Transporting | Done |
| Naval Organization | Done |
| Orbital Mining | Done |
| Sorium Harvesting | Done |
| Fleet Movement & Waypoints | Done |
| Fleet Training | Partial |
| Formation Orders | Partial |
| Fuel & Maintenance | Partial |
| Standing & Conditional Orders | Done |
| Boarding Operations | Planned |
| Jump Gate Construction | Done |
| Ordnance Transport | Planned |
| Ship-to-Ship Transfer UI | Partial |
| Tanker Refuelling | Planned |
| Tractor Beam | Planned |
| Troop Transport | Planned |
| Wreck Salvaging | Partial |
| Colony & Economy | |
| Industry & Construction | Done |
| Mass Driver Packets | Done |
| Mining Operations | Done |
| Wealth & Finance | Done |
| Civilian Economy | Partial |
| Colony Management | Done |
| Terraforming | Done |
| Ancient Ruins | Planned |
| Multi-Species Colonies | Planned |
| Survey & Exploration | |
| Geological Survey | Done |
| Gravitational Survey | Done |
| Mineral Survey | Done |
| Galactic Map | Planned |
| Jump Point Transit | Done |
| Sensor Detection | Planned |
| Research & Leadership | |
| Government Types | Done |
| Research & Tech Tree | Done |
| Leader / Officer System | Done |
| Race & Species Editor | Done |
| Crew & Academy Training | Partial |
| Medal Creation | Planned |
| Sector Window | Planned |
| Technology Report | Planned |
| Combat | |
| Advanced Tactical Effects | Planned |
| Beam Weapon Combat | Planned |
| Combat UI & Fire Control | Planned |
| ECM / ECCM | Planned |
| Ground Combat & Conquest | Planned |
| Ground Forces Design | Partial |
| Missile Combat | Planned |
| Point Defense | Planned |
| Diplomacy & NPR AI | |
| Diplomatic Relations | Partial |
| First Contact Sequences | Partial |
| Intelligence & Espionage | Planned |
| NPR AI Empires | Partial |
| Precursors | Planned |
| Star Swarm | Planned |
| Invaders | Planned |
| Rakhas | Planned |
| Raiders | Planned |
| Tools | |
| Event Log | Partial |
| Command Palette | Partial |
| Auto-Pause | Planned |
| SpaceMaster (GM) Tools | Done |
Refine the modding API and engine into a well-organized framework for modders, with full documentation, sample mods, and an in-game Mod Hub for automatic installation and configuration.
| Modding Framework | |
| Mod API Refinement | Done |
| Engine Modding Hooks | Done |
| Mod Dependency Resolution | Planned |
| Mod Conflict Detection | Done |
| Documentation & Resources | |
| Modder's Guide | Done |
| API Reference | Done |
| Sample Mods | Done |
| Mod Hub | |
| In-Game Mod Browser | Planned |
| Automatic Installation | Partial |
| Mod Configuration UI | Planned |
| Mod Publishing Workflow | Done |
A guided tutorial system that teaches new players the game at their own pace, with contextual overlays, event-triggered lessons, progress tracking, replayability, and full mod integration.
| Tutorial Engine | |
| Step-by-Step Tutorial Framework | Planned |
| Contextual UI Overlays | Planned |
| Event-Triggered Tutorials | Planned |
| Progress Tracking | Planned |
| Tutorial Replay | Planned |
| Tutorial Content | |
| Core Gameplay Lessons | Planned |
| System-Specific Walkthroughs | Planned |
| Mod Integration | |
| Mod Tutorial API | Planned |
| Custom Tutorial Authoring | Planned |
Full multiplayer support — sessions, lobby, authentication, consensus time control, spectator mode, and the networking polish needed for smooth real-time play across the internet.
| Session & Authentication | |
| Session Management & Tokens | Planned |
| Player Authentication & Login | Planned |
| Multi-Tab / Multi-Connection Sync | Planned |
| Auto-Reconnect Workflow | Planned |
| Lobby & Server Administration | |
| Lobby Management & Faction Setup | Planned |
| Server Browser / Lobby Discovery | Planned |
| Server Administration Console | Planned |
| Server Configuration & Passwords | Planned |
| Time Control & Auto-Pause | |
| Consensus Speed System | Planned |
| Space Master Speed Override | Planned |
| Auto-Pause on Events & Lag | Planned |
| HUD Multiplayer Integration | Planned |
| Roles & Permissions | |
| Role Flags & Permission Checks | Planned |
| Spectator Mode | Planned |
| Space Master Toolbox | Planned |
| Social Roster & Player List | Planned |
This milestone focuses on finding ways to integrate large language models directly into gameplay — an AI "Space Master" and emergent NPR races that act, react, and tell stories far beyond what scripted AI can offer. The goal is far more emergent, surprising, and personal narratives and gameplay that unfold uniquely in every playthrough.
| Experiment | |
| Feasibility Assessment | Planned |
| Prototyping | Planned |
* My ultimate dream right now