One More Job — First Playable Build Online
Today’s update is all about One More Job — our “just one last contract” space game that’s finally hit a basic playable state on the site.
The first big hurdle was getting past the “great on paper, broken in practice” stage. Systems like fuel, O², trading, and AI ships all worked in isolation, but tying them together into a single, stable loop took more time than expected. Once everything was wired up, small issues (timers, movement, edge cases) made the game feel janky instead of intentional, so most of the recent work has been about smoothing that out.
Right now, here’s what’s live in the test build:
- You have a ship you can actually fly around the system.
- There are some basic AI NPC ships moving around.
- A trading system is in place so you can buy/sell and get a feel for the economy loop.
- Fuel and O² requirements are active, so resource management already matters.
It’s not a full game yet, but it is a playable environment you can poke at and break, which is exactly what this phase is for.
Up Next for One More Job
- Fully built-out map: turning the system into a proper navigable space instead of a rough test layout.
- Orbiting bodies: getting planets and objects properly orbiting the sun, so the game feels like a functioning solar system instead of static points in space.
- Potential combat layer: exploring a simple combat system so taking “one more job” feels risky, not just logistical.
For now, the goal is to nail the core loop: fly, trade, manage fuel/O², and move through a living system that doesn’t feel static. Once that feels good, we’ll layer on more tension and decisions — whether that’s combat, contracts, or more complex NPC behavior.
The basic test build for One More Job is live on the site now, and this blog is where I’ll keep breaking down what changes between each iteration.

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