Starlane

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Why there's no map: discovery at the heart of a space game

· The Starlane team · 4 min read

#design#genre

Sol, the one system every chart in Starlane can name.
Sol, the one system every chart in Starlane can name.

Most of what you'd expect from a space game is in Starlane: stations, markets, ships, lanes between stars. One thing isn't. There is no map.

You don't start with one, you can't buy one, and no other pilot can give you theirs. You start with the system you woke up in. Everything else is a lane leading somewhere you've never been.

This is the decision the rest of the game is built around, so it's worth explaining.

A map is a table, and a table gets solved

Give players the whole galaxy on day one and you've handed them a reference table. The first hour becomes route-finding: read the table, compute the best loop, fly it. The interesting question, what's out there?, has already been answered for them.

Worse, a table caps the game's ambition at the size of the table. Once the map is known, it's finished.

So we took it away. Planning a route through systems you've never seen was never the interesting decision. Deciding whether to spend the fuel finding out is.

What you actually see

Open your chart and you'll find exactly what you've earned:

  • Systems you've surveyed. You know their name, where they sit, how safe they are, who runs them, and what they make and burn. You learn their market by standing in it.
  • Lanes into the dark. From a system you know, you can see each lane leading out, how long it is, and what it would cost in fuel and time. You can't see where it goes. The game labels it plainly: Unsurveyed lane, nobody has told you what is out there.
  • Everything else. Nothing. It isn't on your chart, and there's no way to ask about it.

A lane's length is fair to show because you can measure it from the end you're standing on. Its destination isn't, so you find that out the only way there is: you press Survey and fly it.

Sol, where the first chart begins
Sol, where the first chart begins

When you arrive, the system goes on your chart. New lanes appear leading further out, and you're standing at the edge again.

The mystery has to survive the page source

A secret that lives only in the user interface isn't a secret: anyone who opens the browser's developer tools would have the whole galaxy. So the rule goes all the way down:

  • A lane you haven't flown reaches your browser as an opaque handle. It isn't a name, and it can't be turned back into one. A handle copied from another pilot matches nothing.
  • Asking for a system you haven't been to gets the same answer as asking for one that doesn't exist. Guessing an address reveals nothing.
  • The route planner only routes through lanes you've charted. A planner that could route through the dark would give away in one answer what the rest of the game withholds one lane at a time.
  • Even the colour of a star is a fact you earn. On the burn chart, each end of a lane glows in its star's colour by spectral class, but a lane into the dark has no colour at the far end. The far star's class is only sent once you've charted it.

That last one is our favourite detail. The chart can't even hint, because the one thing a chart may never do is pretend to know something it doesn't.

Nobody will tell you how big it is

How many systems are there? We don't publish it, and the game can't answer it. The only honest number in Starlane is how many you have charted.

That isn't coyness. The galaxy is meant to get bigger: new systems open as lanes off ones you already know, often when the fleet funds a gate, and nobody has to start over. A published total would turn the frontier into a checklist, and it would be wrong the moment the next lane opened.

Your chart is a record of a life

Charts belong to one pilot. There's no shared map to inherit and no way to buy one. What you know is where you've been.

That makes the chart something more interesting than a document everyone reads. It's a record of your own travels: what you surveyed, in the order you found it, from the system you woke up in outward.

Being first is permanent, too. Every system banner says who first charted it. A pilot who never leaves home will still find out that somebody got there before them, or that nobody has. If you're the first ever to reach a system, that's yours: it's counted on your public page, and you can share it as a moment.

What it costs, honestly

This design has a price. A first session has less information in it than it would with a map. You can't plan a perfect trade loop on your first evening, because you don't yet know where anything is.

We think that's the right trade. A first hour with a reason to leave is worth more than a first hour with a spreadsheet. The reason to fly a lane is that you don't know what's at the end of it.

And when you arrive somewhere nobody has ever been? That never stops being the best moment in the game.

If you're new, your first evening walks you up to your first lane into the dark. And if you're wondering whether money can buy you a head start: it can't, and here's how that's enforced.

Create a pilot. It's free, and your chart starts empty.

Starlane is a persistent space game you play in a browser — free, no download. Start flying →