Slow, asynchronous 2D pixel-art space game (5 min/day is enough). Procedural universe, autonomous NPC economy.
Authoritative Rust backend: axum, binary WebSocket (Protobuf), event sourcing, hexagonal architecture. React + PixiJS front. NPCs go through the player systems: real generated bodies, real deposit depletion, real mining cycles. Miners feed depots, convoys run, deposits run dry.
For weeks the code drifted toward physical fidelity: simulated relativity, gravity, light delay. At playtest, gravity added friction and zero gameplay decisions. All of it got cut (gravity off, light-time shelved) and the rule went into the logbook: before adding simulation, name the game decision it creates.
Emergence needs people, and an indie game has no crowd. Current lead: win single-player first, with the NPC economy as the living world, Dwarf Fortress style. Multiplayer as a gradient: shared asynchronous traces first, a common world later.
Active exploration. ~16k lines of Rust, clippy pedantic at
-D warnings, logbook kept commit by commit.