Deep space nebula
✉ 
FINAL
Neofrontierism • Sci-Realism • Space Simulation

An ambitious solo-developed space simulation set in a fully deterministic solar system. Build, trade, explore, and survive across 42 explorable worlds with real orbital mechanics, physical currency, and a living economy.

In Development
Explore
42
Explorable Bodies
111M+
Asteroids
64-bit
Precision
5
Factions
About the Project

What is Final?

Final is a space simulation built on a foundation of scientific realism and neofrontierism. Set in an alternative-reality solar system rendered with 64-bit precision, the game features real orbital mechanics, deterministic construction systems, and a living economy driven by primary industry — from copper mining and refining to transport logistics and commodity markets that fluctuate based on supply, demand, and distance. Everything in the world is driven by deterministic functions: building a bridge, refining ore, or plotting a course between planets all use real calculations, not procedural shortcuts.

At the heart of Final is the Node System — a geospatial framework that runs every complex system in the game. NPCs follow node-driven behavior cycles: working jobs, joining group events, responding to emergencies. Players interact with the same system, creating emergent stories across mining settlements, space stations, and planetary surfaces. The game features full calendars with days of the week, seasons that open and close passages (ice routes, orbital windows like the 2026 and 2028 Mars windows), kiloday birthdays, and events that reshape the world.

Real Solar System

42 explorable bodies with real scale, gravity, atmosphere, and orbital mechanics

Physical Economy

Nonfungible currency, commodity markets, primary industry, and real transport costs

Node System

Geospatial nodes driving NPC behavior, events, construction, and emergent narrative

Metaverse Layer

In-game virtual network with hacking, data smuggling, tracking, and digital scents

Five Factions

New World, Albion, Hyperborea, Rome, and Byzantium — each with culture, standards, and coinage

Raytraced Audio

Networked spatial audio with portal-based ray tracing, echoes, and environment-aware sound

Adapt & Reuse

Repurpose vehicles, scavenge salvage yards, and repair with cross-compatible parts

🛰

Cinematic Camera

Long-lens dynamic camera system that tracks and frames celestial compositions

Development Log

JAN 2026
Status Update: Core Systems Complete
Completed a fully functional backend including database, networking, object streaming, NPC-based streaming, node handling, and the spline system. The busiest year yet on the project.
JAN 2026
Node System Operational
Event-Based Collective Nodes now working — NPCs subscribe to group activities, branching behavior, and co-location events. The main system that drives everything in the game.
DEC 2025
Engine Milestone
Fully unified-network, 64-bit precision solar system with full planetary scales now running. Real simulation at a week per second with conjunctions, orbital mechanics, and the complete node system.
NOV 2025
Dynamic Cinematic Camera
Camera system that automatically finds and frames interesting celestial compositions using long lenses, compressing space to keep large distances visually rich with parallax and occlusion.
OCT 2025
Audio Engine Overhaul
Networked and delayed audio engine with portal-based ray tracing. Each client hears different sound based on location, room shape, and clutter. Echoes, gunshot reports, and environmental acoustics.
▶ Follow development on r/final