Systems ·

Building a Colony That Actually Works

Robot logistics, forestry and the first production chain: why every log in Nova Eridani has to be carried somewhere by something.

Top-down survey map: contour lines, a river, natural pine forest, a forester planting zone with rows of saplings, a woodcutter station, charging point, sawmill, storage and a construction site linked by tracks and dotted robot routes. An amber warning marks a stalled sawmill output.Schematic
Early settlement survey

Development update. The systems described here are in active development and details will change.

Nova Eridani is a colony game, but it is played in first person. That changes what the colony needs to be. If you can walk up to any building and any worker, the simulation cannot be a set of numbers hidden behind a menu. It has to be happening in the world.

The rule: nothing teleports

The core rule of the economy is simple to state and awkward to implement: resources are physical. A log exists at a location. It got there because someone cut it down, and it will only reach the sawmill if someone carries it there.

That one rule produces most of the interesting behaviour. Distance matters. Layout matters. A pile of logs growing beside a woodcutter station is not a cosmetic detail; it is the colony telling you that transport is the bottleneck.

The first chain

The first production chain we are building is forestry to timber:

  1. Forester plants and tends trees in a designated zone.
  2. Trees grow in the world over time.
  3. Woodcutter fells mature trees and produces logs.
  4. Transporter carries logs to where they are needed.
  5. Sawmill turns logs into timber, with an operator.
  6. Storage holds the result, at a real location with real capacity.
  7. Builder takes materials to a construction site and uses them.
Top-down survey map: contour lines, a river, natural pine forest, a forester planting zone with rows of saplings, a woodcutter station, charging point, sawmill, storage and a construction site linked by tracks and dotted robot routes. An amber warning marks a stalled sawmill output.Schematic
A schematic of an early settlement layout. The amber marker shows a stalled sawmill output.

Each link can fail, and when it does the failure spreads downstream. If the sawmill's output store is full, the operator stops. Logs pile up. The woodcutter keeps cutting until there is nowhere to put the logs either. Eventually the builders are waiting for timber that is sitting, quite visibly, in the wrong place.

Robots as workers, not icons

The first workforce is mechanical. Robots receive a role and a workplace, walk to their job, and do it with their hands. They drain their batteries as they work and travel, return to charging points, and wear down over time.

We are deliberately keeping them physical. A transport robot takes time to cross the settlement. Two robots trying to use the same workstation have to wait. A robot with a flat battery is not doing anything until it has recharged. These limits are what make the settlement feel like a place rather than a spreadsheet.

Talking to your workforce

Because you are on the ground, the game is designed around direct interaction with your workers. Development includes contextual conversations and direct commands: walk up to a robot and ask what it is doing, why it has stopped, or send it somewhere else. Detailed management is still there when you want it, but you should be able to solve most problems by going to look.

What is next

The forestry chain is the testbed for everything that follows. Once it is solid, the same rules will carry over to new resources and new roles. We will write more about robot condition and maintenance, and about fabricating new robots, once those systems are further along.

More updates

Development

A home in the habitat

Test build 0.1.403: the habitat from the care package is furnished as a home, with smart glass, lights on the colony's power, a working colony terminal, a bunk, a chair, a shower and a toilet, each with its own animation and seen by the crew in co-op.

Development

Told by Melanie

Test build 0.1.385: the opening film rewritten and told by Melanie, with new scenes inside Genesis's holds and out in the trial bay, a reworked bomb, and a fly-in to the Meridian the first time the title screen opens.

Development

Your game on Discord

Test build 0.1.393: your friends on Discord see the mission you are on and where you are, with a picture for each place. Voices, music, sound effects and menu sounds each have their own volume, and the opening film's narration plays at the right level.

Private testing · Steam page later

Follow the expedition

A private beta for a small group of testers is being set up, and the store page will follow. Until then, every change is written up in the development log, with an RSS feed so you never miss one.

Nova Eridani is in development. Showcase 01 — “Arrival” is in private testing. Screenshots are from the in-development build.