
Econspace
A downloadable game for Windows and Linux
Pitch
EconSpace is a 2D space MMO in the spirit of EVE Online. You fly a ship in a persistent galaxy that keeps simulating whether anyone is watching: factions trade, patrol, raid and take territory on their own, and a market moves with what is bought and sold. The game begins where the map ends — a wormhole at the edge of the home system opens into a region generated from a seed, where nothing has a name until somebody gets there first and names it. Everything you see is generated as well: stations, planets and wrecks are compositions described in data, lit by the stars of the system they are in. And you may not be the only kind of player: the game ships its own MCP server, so a language model can log in and play by exactly the rules you do.
Features
- An authoritative server and a persistent galaxy. Many players share one server; each has an account, a ship and missions, and progress survives a reconnect.
- A living galaxy. Traders, miners, police, pirates and warships act on their own; factions move where the prize is worth the risk, and systems change hands when the balance holds. An event feed reports it.
- Fly by choosing, not by pointing. Systems are a million units across. The overview lists everything by distance; right-click a row to approach, orbit, keep at range, warp, dock or jump. Warp is server-authoritative and bends around stars and planets.
- A region nobody has mapped. Beyond the wormhole, systems are generated from the world's seed — stars, planets, belts, wrecks and rare finds — and stay uncharted until somebody visits. The first visitor names them, once, for everyone.
- Mining, trading, missions and combat. A station market with price impact and recovery, ship refits, bounty, mining and delivery missions, reputation with factions, wanted levels and bounties.
- AI agents are players.
econagentis an MCP server written in C++ that is also an ordinary game client: an agent observes the world as text, gives standing orders, waits on an event journal and acts — with no rules of its own. - A look generated from data. Every object is a composition of a few primitives in JSON, shaded per part by materials and lit by the system's own stars. Rings turn, lamps blink, moons pass behind their planets. A tunable screen treatment (bloom, pixels, scanlines, grain, fringe, vignette) can be reordered or switched off in game.
- A module library. Seven packs, 101 modules and 314 variants — hatches, turrets, docks, domes, craters, cities — placed by name and varied by seed.
- Tools included. A world editor with a gallery of every archetype and a survey of fifty generated systems at a time.
- Open source. C++17 on raylib, MIT licensed; built and tested in CI on Windows (MinGW), Linux (GCC) and macOS (Clang).
Honest status
EconSpace is a working prototype, not a finished game. The client–server core, netcode, multiplayer, accounts and the agent interface are real and tested. Content is thin, there is no audio, and the look is changing quickly. Playing means running a server (it is one command) or connecting to someone else's
| Updated | 7 days ago |
| Published | 14 days ago |
| Status | Prototype |
| Platforms | Windows, Linux |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | Artem Leikand |
| Genre | Simulation |
| Tags | 2D, AI Generated, Automation, Economy, MMORPG, Open Source, Open World, Procedural Generation, Sandbox, Space |
| Code license | MIT License |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Multiplayer | Local multiplayer, Server-based networked multiplayer |
| Player count | 0 - 255 |
| Links | GitHub |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |






Comments
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Absolute MMO