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 · 07 · 24 · Crew in sync

You can see your crewmate now — moving, animating, and gearing up in sync, live over the internet.

The hardest milestone in the whole project just landed. Two players on two machines, connected over the internet to the same always-on dedicated server, see each other move and animate in real time — walking, running, drawing and holstering — with gear syncing both directions live and full character persistence holding underneath it. We also rebuilt the join: new players drop straight into the character creator and land in the shared world — no solo campaign intro to sit through — while returning players resume exactly where they left off. And the launcher now updates itself: one click and you're on the latest build.

Next up — in order
  1. Combat between real players, live over the internet — the announcement-video milestone.
  2. NPCs and the shared world coming through to the client.
  3. 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
62%

4 shipped · 3 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).
  • NPC sync — 11 NPCs driven in-game at once with clean AI hand-back; their walk animation comes after combat. 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 — 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.
  • 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, and two real players now see each other move, animate, and swap gear in sync — live over the internet. Phase 2 — combat and the shared world — is the frontier. From here it's client feature-parity, then scale toward open playtests.

Unit + integration141 / 141 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.