Devlog 01: Charting the Void - Ship Control & Systems
Devlog 01: Charting the Void - Ship Control & Systems
This update focused heavily on ship navigation and early traversal systems
Things got a bit more complex than expected, but the framework is finally taking shape
Most of the work here ties into how you’ll explore the galaxy, flying between systems, docking at derelicts and occasionally getting into trouble!
[TL:DR bottom of page]
Added Features
Manual Flight Controls
You can now manually pilot your ship using a control scheme inspired by older space sims and No Man’s Sky
It’s fluid, fully in-engine and responsive enough for dogfighting, drifting or just floating into danger with style.

Autopilot + Travel Menu
Procedural Star Systems
Each star system is now generated with its own travel nodes and linked destinations
These are fully procedural, and will eventually be home to encounters, derelicts, anomalies, and space-based events
The ship now features autopilot systems for long-distance travel.
Use the travel menu to pick your destination, sit back and watch the system kick in.
The current UI is temporary and likely to change as functionality expands [UI SUBJECT TO CHANGE]
Maze and Dungeon Hallway Updates
The ship and station interiors got a structural upgrade
New hallway segments now spawn more naturally and help with overall level flow and navigation
They’re also a little more claustrophobic
New Mystery Alien
One new procedural creature has entered the pool
No official name yet, but it’s unsettling and shows up when you least want it to.
In-Engine Version Control Tools
The system reads directly from a custom version.txt
file, which is auto-updated through dev tools
This is mainly for me right now, but it keeps everything clean as the build grows.

Custom Cursor + Toggle Option 
- New UI cursor visuals added for cleaner interactions
- Cursor toggle options are now available in settings
Fixes and Changes
Settings Cleanup
Improved behavior for toggling options like:
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FPS limiter
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Custom cursor
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Title labels and window info
Main Menu Spawn Glitch
Fixed a rare but weird bug where the player would load into the main menu scene instead of returning to it cleanly
Caused double loading and camera issues.. now resolved!
Sound Bug During Menu Transitions
Audio logic now properly fades and switches between UI scenes.
No more stuttering sound effects or delayed playback when menus change.
TL:DR:
Added:
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Manual ship flight + controls (NMS-style)
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Auto-pilot system for interstellar travel
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Procedural star systems for exploration
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Mystery alien encounter
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Custom cursor (with toggle)
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New maze/dungeon hallways
-
In-engine version control system with custom
version.txt
Fixed:
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Settings now save properly (FPS, cursor, titles)
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Player no longer spawns in main menu after returning from gameplay
-
Menu sound glitch resolved when changing screens
What’s Next
Flight and travel are now functional!
Next steps will focus on integrating encounters during travel, ship-based interactions mid-flight, and some of the base-level UI polish
Procedural content is growing fast, but not finished.
Discord [COMING SOON]
Thanks for following along
More soon
-Doogan
Project- H.O.R.D.E.R.S™
-Project- H.O.R.D.E.R.S
Hazardous Object Recovery, Discovery, & Extermination Retrieval Squad.
Status | In development |
Author | Doogan Inc Studios |
Genre | Survival |
Tags | Co-op, Dungeon Crawler, FPS, Horror, Procedural Generation, Retro, Space |
Languages | English |
Accessibility | Subtitles |
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