Dmitrii Tuvakov
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Game mechanics, states, characters, design system

A space game where half the work is states

A space clicker. You build a station and a battleship, fight galactic creatures and collect Galaxy Points. Five tabs on the surface, with all the upgrading, exploring and economy underneath.

  • Game UI
  • Design system

What I did

The game interface and the design system behind it. Screens, states, the look of every mechanic, the characters.

The game runs on loops, so you can’t describe it by listing pages. Most of the work went into the states of screens that already existed.

What the game is

You build up a space station and a battleship, then fight galactic creatures and earn Galaxy Points off them.

From there you can grow three ways: level up combat skills, go out on discovery runs for ship energy, or put money into the workshop for passive mining.

It all points at the airdrop at the end, which is why the points get counted seriously.

Five tabs

From outside the game looks simple. Station, battle, discovery, workshop, friends. Everything else lives inside those five.

Which sets the main job. There are a lot of screens and only five ways in, and nobody should get lost between them.