GIGASLAV / INDEPENDENT GAME DEVELOPMENTPAFOS, CYPRUS  ·  EST. 2026
WORK IN PROGRESS / ENGINEERING NOTES

Building the
connected world.

How the game’s generated worlds, physical ship and long-distance travel fit together, what works now, and what still needs attention.

PROJECTWANDERENGINE / GODOTCURRENT STATUS / ACTIVE DEVELOPMENT
DEVELOPMENT 01 / APPROACH

Start with the part the player can't see.

Before there is a polished game world, the systems that connect it have to exist. ProjectWander's prototype focuses on generated places, a physical ship and travel between different scales. Building interesting reasons to use those systems is ongoing work.

The technical travel loop is in place. The next challenge is giving players more to discover when they land.

SYSTEM NOTES / THE CURRENT BUILD

NOTE 01

Making a planet worth visiting

Procedural worlds

A generated planet has to work both as something you approach from space and somewhere you can spend time on the ground. ProjectWander already generates deterministic planets and star systems alongside local terrain and environmental content.

The next part is less about the existence of terrain and more about what happens there: stronger environments, richer discovery and a reason to explore beyond the first landing.

CURRENT BUILD / GENERATED TERRAIN
NOTE 02

A ship that belongs to the world

Traversal and flight

The ship connects the two main ways of experiencing the game. On foot, the player is close to the terrain and whatever is there to find. In flight, that same location becomes a place to leave or return to.

The working loop includes entering the ship, taking off, flying, landing and exiting. That connection matters more to the project than treating the spacecraft as a separate mission or an animated transition.

CURRENT BUILD / LOCAL FLIGHT
NOTE 03

Distance changes the decisions

System and interstellar travel

Surface exploration, local-system cruise and travel between stars involve different kinds of distance. ProjectWander includes local-system movement and explicit interstellar travel as part of its prototype.

Those foundations still need pacing, interesting destinations and game systems that give travel purpose. The goal isn't simply to make the map bigger; it's to make arriving somewhere feel earned.

CURRENT BUILD / SYSTEM TRAVEL

WHERE THINGS STAND

Present in the build

  • Deterministic planets and star systems
  • Local planetary terrain and environments
  • Ship entry, exit, flight and landing
  • Local-system and interstellar travel
  • Initial ecology, discovery and progression foundations

WHERE THE WORK CONTINUES

Still to develop

  • Richer world content and exploration
  • More convincing environments
  • Depth in gameplay and progression
  • Visual assets, tuning and overall presentation

This is a high-level snapshot, not a release roadmap or a promise of dates.

SEE THE GAME ITSELF

ProjectWander, in pictures.

View build screenshots