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Website is moving to a new server

Today, the website has been migrated to a new server. It may take a few days, and there may be intermittent outages, inability to log in to accounts, and forum inaccessibility.

The server migration is complete, and the new website is online. Please test if there are any issues.

Security Update

Since the old server was outdated and very insecure, I decided to overhaul it entirely.

The website has been updated with a brand-new structure and is also optimized for mobile pages.

Please log in to your account in the game or on the website. The system will automatically update your account to the latest password encryption mechanism.

Forum Update

Since Discuz has stopped updates and maintenance, the forum has been switched to another modern forum.

Forum images, post ratings, points, and private messages were not transferred. Links to old forum posts will be broken.

The new forum uses long connections, so you no longer need to refresh posts.

Note: The very first batch of old accounts that were never transferred can now log in to the forum (the version where the username is not an email). Logging into the game will still result in a new account, but the forum account has been imported.

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2025-02-16 19:25

Visual Faction Area Distribution

Previously, the initial area of each faction was evenly distributed by number. Now, you’ve guessed it—through an algorithm, the regions that look most like factions are calculated based on the current terrain.

Thus, each faction’s initial area will differ, and the number of factions may also vary with the terrain. For example, in the image below, there will be a very small fringe faction on the right.

The number of NPC factions in the central area will also vary. Sometimes there may be a single super-faction, or they may be scattered into four separate factions like this.

The goal is to bring more variety to the cycle experience. Stay tuned!

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2024-11-16 00:00

Greater Unknown: Algorithm-Based Universe Generation

Greetings, conquerors of the universe.

Although the universe generation in SSW1 was decent, it was not algorithm-based—purely random. Now that the server engine has been switched to Python, it’s time to unleash its potential.

Currently, the reset version’s universe generation is half complete. Here’s an overview of the progress and changes.

Galaxy Distribution

Previously, star systems—i.e., points on the map—were placed “randomly,” but to reduce computation, some predictable premises were added. Moreover, single-layer randomness led to a lack of map variation.

Now the galaxy will be completely randomly placed via algorithms, with endless variety in position and morphology. “Storm zones” have been added, creating large empty areas similar to mountain ranges that block movement and form terrain.

Star System Clusters

Star systems will cluster more densely through algorithms, forming island-mine-like regions spread across the entire galaxy. These will create important chokepoint routes.

More Natural and Unpredictable Star Gates

Star gates are no longer simply linked to surrounding ones; instead, algorithms create more natural connections. A visual comparison might be clearer.

Previously, star gates were relatively regular, but now they are much harder to predict.

Diverse Generation Modes

Of course, the modes mentioned above can be combined or omitted. The server will generate these automatically, creating a variety of map patterns.

This is the current progress. With Python, the possibilities are very flexible. There may be even more changes in the future—stay tuned.

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2024-11-15 03:43

Remake version may no longer charge via microtransactions

In the past, online game payment was not widespread enough, so they had to operate with a free-to-play model, which led to the current commercial free-to-play model where whoever spends more is stronger. It cannot be said that this model is not fun, but for players other than the whales, the experience is not very good.

Since the SSW remake version is not a commercial development, it can innovate by eliminating microtransaction charging. The primary consideration for the game is to deal with alt accounts. Previously, using a method similar to CD-keys to restrict alt accounts was the most effective. Also, we don’t want to engage in unlimited comparison of spending like those gacha games.

So currently, the best approach seems to be a cyclical buyout model similar to a CD-key monthly card. The game itself has no microtransaction functions. The difference between free players and buyout players lies in some functional limitations (similar to the current command enhancements in SSW) and some daily resources. Free players should not be able to participate in PvP content to prevent alt accounts; specifics to be determined.

Buyout also has an entry price, only to prevent alt accounts, overall similar to a season pass. It is hoped that such a design can bring a better gaming experience, reduce frustration, and lower the barrier to entry.

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2024-11-14 23:52

Reset Version Server Engine Design Complete

Previously, the server was written in C, making updates and feature additions labor-intensive, and the server was prone to crashes.

This time, we focused on rewriting the server engine in Python, which will make future updates much more convenient.

At the same time, Python allows for incorporating more algorithms, which is particularly suitable for games like SSW.

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2024-09-01 04:36