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In Prosperous Universe, you are the CEO of your own spacefaring company. Explore the galaxy, design spaceships, forge alliances, and most importantly: produce, trade, transport, and profit.

Your business is managed entirely through a highly customizable user interface named APEX, which is accessible via web browser on any desktop computer. Thousands of players share the same, persistent universe, contributing to a single, purely player-driven economy. A true sandbox game, Prosperous Universe allows for unique experiences, a multitude of play styles, and all different levels of time investment with no grind to speak of.

You may play for free or pay a monthly subscription to become a Premium user Prosperous Universe will never be a place for microtransactions or pay-to-win. With its emphasis on realism in everything from the economy to space travel, Prosperous Universe provides a unique experience to players of all backgrounds.

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Avatar Nick

Nick

I want to start by thanking all of you that participated in the survey I mailed out this past week. I really enjoyed reading all the responses and complied the data into a spreadsheet to better understand commonalities between players. There is so much I could go on about since, thankfully, you guys gave me a lot of detail in your responses, which I greatly appreciate. Some interesting findings on the surface level are that many of you are working in IT/Software Development and have similar online and offline habits like gaming subreddits and rock climbing (!)

Apart from looking at the survey results and adjusting my marketing strategy this week, I also spoke with the amazingly talented Prosperous Turnip group about turning some of their work into content that is sharable across social media channels. I think they were very positive about the idea and I look forward to working with them and churning out some really cool and enjoyable user-generated content.

Avatar Fabian

Fabian (Counterpoint)

I pretty much focused on one single topic this week: our next named release. “Populous”, as you may be able to guess from the name, is all about planetary populations. To keep them tightly connected to the existing gameplay, they won’t be an entirely new entity, but rather a part of a planet’s total workforce. However, we will transform workers from being a mere number into something more human-like with their own needs you need to satisfy. No longer will workers simply “appear” with new production buildings, but a planet’s population will fluctuate over time depending on the planetary infrastructure provided.

By doing this, we hope to make population more meaningful overall and strengthen the sense of cooperation among players on the same planet. There’ll be many new resource sinks and a lot of (multiplayer) decision-making involved when it comes to deciding what to build, which workforce tier is the most important to care for etc. Also, in the long-term, we’d like to create incentives for veteran players to find new opportunities on untapped planets, so they don’t have to “share” a fully settled planet’s population as much.

On top of that, planetary populations will be fertile ground for the future of the game as well. For example, opportunities to introduce new political systems such as immigration campaigns and interplanetary migration emerge quite directly from the feature. You can also easily imagine a potential exploration system being tied to sending part of your population out to explore new areas of the universe, thus not being able to use them as part of your workforce during that time and the remaining population’s mood depending partially on the outcome of that mission.

That’s stuff for the further future though. For now we’ll focus on the first step, i.e. introducing a per-planet population to begin with, including needs and need priorities, happiness, growth and decline, and a host of new buildable infrastructure. As you can hopefully see, this is quite an ambitious feature that’ll have a significant impact on how the game plays. It’ll be a lot of work to get done and surely take some tweaking over time to get where we want it to be. However, we think it’ll totally be worth it, make things more interesting in the short run and also open up huge amounts of potential for the future. Naturally, you can expect to read more about “Populous” in future devlogs!

Avatar Michi

Michi (molp)

First of all, you might have noticed that my response time to questions in the Discord or forums has been longer than usual. This is because I am currently taking a day off each week to mitigate the biggest impact (at least for me) of the Corona curfew, namely the shutdown of all daycare facilities. With the remaining time I try to focus on development issues.

Speaking of which, the work on the “New Player Experience” continues! Fabian has specified what we call the passive tutorial. It is a list of tasks that will be presented to a new player once they open APEX for the first time. The tasks are made up in a way that most of APEX’ basic functionality is covered. Here is a first work-in-progress screenshot of the revamped HELP command:

passive tutorial

Clicking on a task will open the corresponding command or website. Sometimes clicking a task is enough to mark it as done, other times (for example with Base building) the task is marked as done once the corresponding action has been performed. The progress of the passive tutorial is shown in the top row:

head item

Once deployed every licensee, no matter if new or experienced player, will see this tutorial. We will add an option to disable this feature though.

Avatar Martin

Martin

Besides fixing a few server hick-ups at the beginning of the week (which turned out to be a configuration issue caused by us upgrading to the latest version of our cluster management system) and some work on non-visible technical features that will go into the next maintenance patch, there isn’t much to report from my side this week.

But there is one happy thing I can announce: We finally wrapped up the hiring process for our open UI/UX position. If you are a regular reader of the devlogs you might remember that we had filled this position before, just for the respective candidate to leave us out in the rain earlier this year. So I won’t jinx it again by naming names or anything. Just the info that if everything goes according to plan, the new person will start in July, which finally marks the official kick-off for the huge UI project we got funding for. Exciting times!

As always: We’d love to hear what you think. Join us on Discord or the forums!

Happy trading!

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Preparing for New Players – Development log #227

Preparing for New Players – Development log #227

News

This week the team discusses the “New Player Experience” as well as Marketing methods of bringing new players to Prosperous Universe.

Post-Presence Launch

Post-Presence Launch

News

In this week's development log, the team discusses the post-Presence release, minor update fixes, and task prioritization.

Bots Begone and Shipping Contracts - Development Log #225

Bots Begone and Shipping Contracts - Development Log #225

News

This week's development log sheds some light on the new shipping contracts feature as well as bot woes and solutions. Prosperous Universe welcomes Nick...

Locked Storage – development log #224

Locked Storage – development log #224

News

In today’s development log, you can catch a glimpse at what happens when the rental fees for your storage unit are late. Also, simulogics is still looking...

Comments
JOELPACO2106
JOELPACO2106

me gusta la idea

Reply Good karma Bad karma+4 votes
LunarShuriken
LunarShuriken

Extremaly interested in this project!

Reply Good karma Bad karma+3 votes
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Latest tweets from @prosp_universe

Exciting #news this week as the team introduces the newest #update to the game, #POPULOUS Prosperousuniverse.comT.co

Mar 30 2020

We hope everyone is staying safe and healthy out there during these uncertain times. Have a wonderful weekend at ho… T.co

Mar 27 2020

#Devlog 227 is out and the team talks about enhancing the "New Player Experience" as well as Marketing techniques u… T.co

Mar 23 2020

In this week's #devlog, the team discusses the post-Presence launch, minor #update fixes, and task #prioritization.… T.co

Mar 16 2020

Let your #presence be known not only at home but beyond the horizon: new #warehouses allow for items to be stored w… T.co

Mar 12 2020

This week's development log sheds some light on the new shipping contracts feature as well as bot woes and solution… T.co

Mar 10 2020

RT @MarsCuriosity: How’s this for 2020 vision? Over the holidays, I took a series of high-res photos of my hometown on #Mars. This pan… T.co

Mar 5 2020

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