00 Multiplayer Overhaul for Starfield

Explore the settled systems together

Project: Constellations turns Starfield's single-player galaxy into a shared frontier — fly with your crew, hold an outpost, and jump between systems in real time. In active development — follow the build below.

Mission Profile

Crew Members 2
Settled Systems 1
Current Build 0.1Pre-Alpha
Latest Milestone 2026 · 10 · 07 · Everyone gets a body

Every player who joins now gets their own synced body — and the new test build is ready.

Three releases since July. First, movement was finished: other players now move on your screen with 60–120 ms of delay instead of half a second, the backpedal spin and the jitter are gone, and jumps and crouch land every time. Then six co-op systems went live for testers — quest sync, shared kill XP, key sharing, doors and terminals, weather, calmer enemy AI — with everyone on the server auto-grouped. Now the big one: until this build your game could only mirror one other player at a time. That limit is gone. Every player who joins gets their own puppet on the full movement sync, wearing their own gear, with four other players on screen at once — and the skating bug that left other players gliding with frozen legs is fixed. Underneath it all the server moved to new hosting with nightly off-site backups of your character data.

Next up — in order
  1. Grade the per-player bodies with real testers — jump arcs, player-vs-player collision, and raising the on-screen cap past four.
  2. Your actual face and body on your puppet, not a stand-in preset.
  3. Combat between real players, live over the internet — the announcement-video milestone.
  4. Opening up to wider playtests.

001 Development Roadmap

The flight plan.

Shipped In flight Exit gate Queued
00

Foundation & Proof of Life

Prove the core is possible — a second, networked character can be spawned in the live game and driven in real time, with a lightweight client layer.

Operational
86%

12 / 14 objectives · foundation proven

  • Real-time client state — read the live player position and schedule updates safely, in step with the game loop.
  • Character & space model — identify a distinct in-world character and map every location to a stable space ID the server shares.
  • Networked movement — drive a second character's position through a path that survives game updates.
  • On-demand spawn — a fully rendered networked character, wearing the player's own face, appears on request.
  • Ship-interior handling & multi-crew kill-switch Exit
01

Two Players Walk on Kreet

The first shared world — a second player, moving with real animation, on your screen. Server, netcode, and in-game host all live.

Exit met · live
100%

Exit met · two real players synced in one world

  • Protocol & dedicated server — a 30-message protocol with sessions, auth, join / leave, and chat — all live-tested.
  • Client netcode — server + 8 bots + a real client, end-to-end: connected, spawned everyone, interest filtering correct.
  • In-game host LIVE — the networking core runs inside the game; a networked player joins over the wire and walks from live network data.
  • Exit met (bot form) — a real Starfield client sees another player move with real locomotion animation.
  • Two real players, over the internet — two machines on the same live dedicated server, synced in one world and seeing each other move, animate, and swap gear in real time. Proven in-game.
02
◂ You are here — the frontier

Combat & the World

Server authority is done and load-tested — now bringing combat, NPCs, and persistent world state to the client. This is the live frontier.

In progress
75%

4 shipped · 4 in flight · 1 exit gate

  • Server core done & load-tested — interest management, delegated NPC authority, and movement / damage validators.
  • 32-player load test — 32 of 32 connected, zero rejected, sub-100 ms round-trip (p95 78 ms).
  • Movement finished — other players move on your screen with 60–120 ms of delay instead of half a second; backpedal spin and jitter gone, jumps and crouch reliable, server tick rate doubled. Shipped to testers.
  • NPC sync — NPC movement, health, and death are shared across players, and a death sticks when you relog. Live; walk-animation polish continues.
  • Every player gets a body — one synced puppet per connected player, wearing their own gear, four on screen at once; skating fixed. In the current test build, awaiting the real-tester grade. In flight
  • Six co-op systems — quest sync, shared kill XP, key sharing, doors & terminals, weather, calmer enemy AI, auto-crew. Live for testers since August; awaiting real-session reports. In flight
  • Combat sync — live-tested: PvP hit detection with real in-game damage, and draw / holster fully synced. In flight
  • World sync — containers, loot, and enemy alive/dead; the server half is done and verified. In flight
  • Exit: 32 bots + 4 real players on one planet, no meltdown Exit
03

Services Online

Accounts, friends, a character vault, and the server registry that ties the fleet together.

Live · dev-auth
86%

Accounts, vault, self-updating launcher, character-creator join & save, nightly backups — live

  • Master services — server registry + heartbeat (live-verified), friends and presence, character vault with per-server economy isolation.
  • Standalone accounts — register / login with proper password hashing and tokens; server-to-master verification.
  • Persistent characters — your character is saved on the server, per world. Rejoin and your face, position, credits, inventory, level, skills, and perks all come back exactly as you left them — full character persistence, proven in-game.
  • One-click launcher & installer — a live, always-on dedicated server, plus an installer that finds your game and drops you into the shared world in one click.
  • Create your character, drop right in — new players go straight into the character creator and land in the shared world; returning players resume exactly where they left. No solo campaign intro in the way.
  • Self-updating launcher — a new build ships and the launcher offers a one-click update, so testers stay current without chasing installers.
  • New server home & nightly backups — the always-on server moved to new hosting in October, with your character data backed up off-site every night. Same address for players.
  • In-game server-browser overlay — the in-game version is still queued.
04

Economy

Trust-minimized trading and a provenance ledger — so items can't be duplicated and every credit has a paper trail.

Core done
75%

3 / 4 · escrow + ledger tested

  • Escrow trading — stage → lock → confirm → atomic commit, anti-bait-and-switch; tested including double-spend.
  • Provenance ledger — mint / own / transfer, credit balances, a full audit trail, and an admin quarantine ladder.
  • Trade UI, shops, and the auction house — UI-dependent.
05·06

Ships · Outposts · PvP Polish · Voice

The frontier's endgame — shared ships, contested outposts, tuned PvP, and crew voice.

Queued
—

Not started · the protocol already carries the payloads

  • Shared ships and contested outposts land with their phases — the protocol already carries the voice, NPC, and space / region messages they need.

Mission Status

The hardest part is behind us.

Phases 0 through 4 are operational, full character persistence and one-click join are live on an always-on dedicated server, movement sync is finished, six co-op systems are in testers' hands, and every player who joins now gets their own synced body. Phase 2 — combat and the shared world — is the frontier. From here it's grading the per-player bodies with real testers, then player combat, then scale toward open playtests.

Unit + integration187 / 187 green
E2E smokemaster + server + 32 bots · pass
Loadp95 RTT 78 ms

002 Ready for Launch

Assemble your crew.

Be there when the settled systems open. Join the Discord for dev updates and playtest invites, or back the project on Patreon to help it reach launch faster.