SPACE GAME // FRONTIER SIGNALS

COMMAND UPLINK // MOBILE BASE

Take the ship.
Bring them home.

Navigate a seeded galaxy toward the core, risk the boarding team on tactical missions, and carry every wound, recruit, credit, and salvage decision across the frontier.

DESIGN ARCHIVE

Survival leaves a mark.

01

The ship is the base

Your vessel carries the crew, damage, systems and hard choices from jump to jump.

02

Systemic tactics

Readable, lethal missions grow toward vision, wounds, morale, hazards and reaction fire.

03

Messy victories

Success means surviving consequences, not restoring a perfect status quo.

“FTL decides where disaster happens. X-COM decides who survives it.”

Space Game combines route pressure and starship management with persistent squad tactics. This playable demo connects seeded route choices, strange strategic events, varied tactical objectives and layouts, persistent crew and hull damage, recruits, trade, recovery, and the next pressured jump.

Read the complete design specification →

COLLABORATOR ONBOARDING // JIMMY MODE

Bring your ideas.
Let the agent handle setup.

02

Paste one prompt

Open the agent in a workspace and give it the kickoff prompt below. It can clone and prepare the repository.

03

Direct the game

Answer focused creative questions, play the result, and review the pull request. The agent handles the machinery.

Kickoff prompt

Help me contribute to Space Game: https://github.com/TsilenT/Space-Game

If the repository is not already open, clone it and open the project. Read README.md, SPEC.md, AGENTS.md, and the current source before proposing changes. The approved prototype stack is TypeScript, Phaser 4, Vite, and Vitest with deterministic game rules kept separate from Phaser rendering.

Handle workspace setup, dependencies, tests, Git branches, commits, pushes, and pull requests yourself whenever your environment permits. Do not give me a terminal tutorial. Treat me as the creative director: first run and inspect the current playable prototype, then interview me with one focused creative question at a time about what I want to add or change. Propose one small playable slice with clear acceptance criteria before implementing it. Do not replace the approved stack or begin broad campaign systems without discussing that choice with me.

After I approve the slice, implement it on a focused branch, run the full tests, typecheck, and production build, visually inspect gameplay changes on desktop and mobile, and open a pull request explaining what changed and how I can playtest it.