Built in the open

Roadmap

Everything that's built, being built and still to come, and where you could help. Each card opens its design: what it is, how far along, and what it needs.

  • 19 being built
  • 3 designed
  • 8 proposed
  • 4 ideas
  • 2 built

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Trade

Markets, companies and contracts, and the money and messages that move between the stars.

Being built

Companies and contracts

Four companies with their own ships, standing and files on you; contracts that can go wrong; the law beyond the station; and Wexley-Yorozu yards building stations by moons.

4 of 6 built 2 ways to help
Being built

Economy and exchanges

Living markets, news that travels, station exchanges, local currencies, contracts and futures, station shares, and fair play. All virtual, all earned in play.

2 of 4 built 1 way to help
Being built

Markets and trade

Real supply and demand: worlds that produce and consume, stations posting orders, NPC traders hauling to where goods are wanted, world events, and the black market.

3 of 4 built 2 ways to help
Being built

System currencies

A currency for every system, modelled on real crypto: government monetary policies, liquidity pools, pegs and crises, and a ledger anyone can verify. Virtual only.

4 of 6 built 1 way to help
Being built

The jobs board and company pages

The station's Contracts tab, on the website. The contracts on offer at Cambridge Orbital, Lave, right now, filterable, with a page for each of the four companies. Every job is a contract in the game, and the pages say so.

6 of 6 built
Being built

The radio and comms

A radio log for everything that talks to you, hails, a comms array that lets the companies reach you anywhere, an emergency beacon, and (next) talking to other commanders safely.

2 of 4 built 4 ways to help
Being built

Trading

Simple to start, deep to master: a trader's screen round the charts, prices you only know as fresh as the news, trading from the station, a saloon full of tips true and false, and news cycles to ride.

2 of 7 built 2 ways to help
Designed

The trading companies

Hexon Holdings, Vorg Industries, the Carriers' Mutual and Wexley-Yorozu: where they came from, what they want, the people inside them, and their ships.

1 way to help

Fight

Pirates, police and Marshals, the law, the Falcons, and the road to Elite.

Being built

Combat rating and missions

The road from Harmless to Elite: points weighted by danger, nothing for crimes or easy targets, player kills, and combat missions as the main way up.

2 of 4 built 1 way to help
Being built

Law, travel, debt and capture

Transponders, the law, surrender, getting caught, disabling and capture, fuel and rescue, insurance, loans and loan sharks, the Co-operative Marshals, and travel pacing.

2 of 6 built 2 ways to help
Being built

The flight recorder

Every ship's black box keeps the last minute, and sharing what you saw is part of the game. Watch how you died, keep the great moments, share them to your socials with a link back, use footage as evidence or sell it to the news, and post the best to the station board.

7 of 12 built 4 ways to help
Being built

The kill cam

Watch how you died from outside. Alongside the video, the ship logs where everything was and every shot fired, a few hundred KB, and the game rebuilds the fight so you can watch it from behind the pirate who got you, orbit it or slow it down. Tiny enough to keep millions in the library, and labelled as a reconstruction.

5 of 6 built 3 ways to help
Proposed

Combat computer routines

Flight routines and better hardware for the combat computer, bought like equipment: tail guard, scissors, hit and run. Each one has a counter, and the aces and the Falcon learn them.

1 of 4 built
Proposed

Pilot skill

Pirates who fly better as you do: rookies and aces, set by your combat rating and how lawless the system is, and the Falcon never less than an ace.

0 of 3 built
Proposed

The Falcons, a Legend

A lone pirate running dark on a circuit of lawless worlds, who remembers you, and comes for the commanders who've thinned the packs.

1 of 3 built 1 way to help
Built

Flight HUD and touch

The job strip that always says what's next, and a touch drawer made for thumbs.

1 way to help

Explore

Surveys, signals, trails and the worlds beyond the lanes.

Build

Ships, yards and stations, and the galaxy we build together.

Being built

A numbered ship's papers

When the maker signs a numbered edition over to a contributor, she comes with papers, a certificate of build on the site in her own colours. Private to her owner's link, so nobody can list who holds which number.

1 of 2 built
Being built

Servers and hosting

How the shared galaxy runs: a small server-authoritative setup, what it costs, community-run servers later, and why not peer-to-peer.

1 of 4 built 1 way to help
Being built

Submissions

One way to hand in a ship or a Titanoboa module, with no GitHub. Sign in with the game's email code, send the file from the site or from your AI assistant, and follow it through review. A maintainer accepts it, and the pull request is opened for you, credited to your callsign.

0 of 4 built
Being built

The community platform

How people find their way in and help build Witchspace. One source of truth for what's built and what's next, help wanted on everything, ways to contribute without GitHub, and credit where it's due.

1 of 4 built 2 ways to help
Being built

The live feed

The home page's "right now in the galaxy" mixes the galaxy's own events, worked out from the clock, with what real commanders have done in the last two days - first discoveries, shared clips and their hearts, and how many are flying. One small public endpoint on the server supplies the commanders' half.

3 of 5 built
Being built

The Witchspace MCP server

Bring your own AI, and build Witchspace with it. One web address lets Claude, ChatGPT or Cursor design, check and preview ships, modules and stories, try them in the game, and hand them in for review, credited to your callsign, with no GitHub. The connector that powers the Build side.

1 of 7 built 3 ways to help
Designed

The Dragonfly

An information runner with wings that fold: the tightest turn in the game spread, fast folded, charging in sunlight, and one day the first ship to dip into a planet's air.

1 of 3 built 1 way to help
Designed

The Titanoboa, a modular factory

Wexley-Yorozu's constructor rebuilt as a factory of modules on a common coupling - maw, furnaces, hold, habitat, fabricator, science, reactor - each a single clear shape in glowing line, brought by tug teams and assembled where the work is. We designed the core; the standard is open, so anyone can design a module. It's as big as the job needs, new modules are sent where they're needed and can stay on the finished station, sections are swapped when they fail, and a reactor towed between stars is work for commanders.

1 of 7 built 5 ways to help
Proposed

Player-run stations

Stations run by players, guilds, the community and AI agents, earned by contributing and funded by trading profits.

1 way to help
Proposed

Ship condition and servicing

Ships wear with use: condition, readable symptoms and breakdowns, servicing at stations, second-hand ships with a history, and engineering. Modern rules only.

1 way to help
Proposed

Ships, classes and makers

Why you'd choose one ship over another. Classes for every kind of life, makers with a character every hull carries, ships earned by careers (a Lancer for a Marshal, a Falcon for a pirate the Solos trust), upgrades, and buying and selling.

0 of 6 built 3 ways to help
Ideas

Ideas backlog

Ideas that aren't designed yet, from multicrew ships to a streamer mode. The community votes on what comes next.

Ideas

Mark Moxon's ship

A long-haul bounty hunter, briefed by Mark Moxon of bbcelite.com. It goes out to the middle of nowhere, hunts the baddies there and lives in a bit of luxury. Built as a genuine 6502 ship blueprint, so in principle it could fly in the 1984 code too.

1 of 4 built 1 way to help
Ideas

The shipbuilders

Who builds the ships of the eight galaxies, and why it matters. Makers with a home, people, a line-up and a design language you can see in every hull. Each one has a design office that takes the community's improvements and new builds, and a job for the designers it trusts.

1 of 5 built 2 ways to help
Ideas

The Shrike

Bram Solo's interceptor, built to disable rather than kill. Leaked plans from the hidden Solo yard, and the first ship to bring disabling and capture into the game.

1 of 3 built 2 ways to help
Built

The ship configurator on the site

Spec your perfect ship on the website, Tesla-style, with the ship turning in your paint and the price adding up as you go. Order it, and it's waiting for you at the next shipyard you dock at, where the deposit is one tap.

2 of 2 built