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An RPG, RTS, and sandbox space exploration game all-in-one.  Explore, trade, build, and fight in a beautiful, procedural universe.
An RPG, RTS, and sandbox space exploration game all-in-one.  Explore, trade, build, and fight in a beautiful, procedural universe.
An RPG, RTS, and sandbox space exploration game all-in-one. Explore, trade, build, and fight in a beautiful, procedural universe.
5,449 backers pledged $187,865 to help bring this project to life.

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Development Update #11: November 2013


Finally it arrives!  Hope you all are gearing up to enjoy the holiday season! :)

The Video.

Well...I do have to apologize this time, but it's on YouTube's behalf.  This video looked awfully good on my hard drive but...I'm afraid YT has pulled some rather brutal compression and left the colors in shambles (more so than usual).  Try to look past the nasty color quantization...that's not part of the game!!  Sorry, not sure what I could have done to mitigate that :(

At least I got the duration right this time!

Here's November for You!

One AI to Rule Them All.

A brand-new A.I. built from scratch promises even greater intelligence than before, and this time with a natural, fluid reactivity that unifies short-, mid-, and long-term reasoning capabilities.  Mining is just the beginning.  With parallel reasoning / multitasking already implemented and delegation well on the way, it's simply a matter of time before this code comes to rule over all men.

One UI to Rule Them All.

Fashioned from the embers of last month's data editor, a powerful new interface framework will pave the way to a beautiful, unified nodal interface.  From simplifying interface code by ~75% to offering ease-of-use for all input devices, to potentially babysitting the kids and putting out household fires, the nodal interface has, quite literally, promised us the world.

One VI to Rule them All

Decades old and yet still looking slick as a damp cardboard box, this text edito-....oh, wait, no, that's not relevant to LT.  Sorry...but I couldn't think of any other way to carry on the epic trend :3 Vi is as close as I could come :P

(And hey, you get to see what my life looks like 24/7!)

November Retrospective

In October I promised to reach deep into that A.I. bag and pull up a winner.  Only time will tell whether that's what's happened here, but I'm fairly certain it's the case.  With an artificial intelligence that can already think on it's feet, make long-term plans, and understand the nuances of performing multiple actions at once, we're well on our way to the vision of a living LT.  Granted, there's a lot of gameplay left to implement before we'll see the A.I. really taking advantage of this radiant universe.

But the content is secondary - you all know by now, the magic is in the algorithms.

Speaking of which - this year, for Christmas, I'd like an artificial intelligence that understands how to use subordinates and hire mercenaries to climb to regional dominance.  Is it too much to ask? :)


Concerning Development Update #11


Hey everyone, hope you're enjoying this winter season :)

I'd like to let you all know that the monthly development update / video, which would normally arrive tomorrow, will be slightly delayed this month.

I'm currently home with family for Thanksgiving, and am constrained to my laptop, which won't quite cut it for making the video :| I'll be heading back to the old coding cave on Sunday, and expect to be preparing the update as usual by Monday.

So, that being said, I would expect to see the update around December 3rd.  Apologies for the delay and thanks for your patience!! :)


Development Update #10: October 2013


Boo!! :0

The Video.

Well shoot...I don't know how I let the time slip away from me like that.  Sorry, but this rather plump update video weighs in at just under 23 minutes....might want to grab a snack before you watch :P

I didn't realize how dark the system was when I was recording, so I recommend watching at full-screen!  It's not bad at all if you do so, but you might have trouble seeing what's going on if you watch on that tiny version.

Have a Look!!!

Grand Scales.

With the implementation of a full, double-precision-enabled rendering core, the LT Engine is now capable of handling distances and scale factors of truly-grand proportions.  For now, I've settled for 10x the old scales....but I'll leave the tweaking of that constant in your capable hands ;)

Full-Resolution Version

Grand Inventions.

With the conceptual foundation for the LT research mechanic in place and a tech tree widget on the way, it won't be long before the universe is alive with intellectual one-upsmanship!

Full-Resolution Version

Grand Tools.

Perhaps the LT engine's greatest technical achievement thus far is manifested in the LT data editor, a visual data viewing and editing tool that can take any piece of information in the engine, map it out structurally, and allow the user to traverse and modify it in real-time.  The beauty of the tool is not just that it makes for some cool eye candy - but also that it can allow easy editing of any of the in-game data types.  From a practical standpoint, this means that modding - at least data-based modding - will be as easy as loading data from external files that can then be edited easily in LTDE.

Full-Resolution Version

October Retrospective

Well folks, what can I say - sometimes when you reach into the old dev hat, you pull out a squirrel instead of a rabbit.  I was looking for more of an artificial intelligence rabbit this month, but I ended up pulling out a graphics-and-engine-tech squirrel.  Stuff happens :D  I gotta say, the engine has grown an immense amount in one month.  You can see some of that technology manifested in the data editor, but there's at least as much new tech that you can't see - and it's going to be hard at work helping me build the best game possible in less time and with less code.

On top of that, with the theory of research mechanics in place, I don't see how there can possibly be any more squirrels to get in the way.  So.  Who's up for another go at grabbing that A.I.?  I know I am ;)


Development Update #9: September 2013


Hey everyone!  Sorry for the late upload today...a long day of traveling yesterday left me too worn out to pull the usual all-nighter :/ But here we are, finally...and I think this month will be worth it!

The Video.

I do have one apology this month: sorry for the absurd number of times that I use the word 'exciting' or variations thereof.  It was a good month.  I guess you'll pick up on that somewhere between the tenth and fifteenth redundant usage of it.

Watch The Video :)

The Summary.

At the risk of upsetting the previous months, I'd like to go ahead and call September the most productive month ever in LT development history.  It would have been a big month had the graphics features been the only focus.  But that wasn't enough for September.  September wanted more.  This crazy month went ahead and threw in a tremendous amount of A.I. to boot.

You know, I think I'll skip the "small list" this month.  There's just too much (if you want it, read the dev log weekly summaries).  Let's turn our attention to the big stuff.

The Dust.  Now With Personality.

What good is a cloud of dust if you can't get out of it and stare back in?  That's exactly the kind of question that we needed to ask ourselves last month.  But no longer.  The new volumetric rendering engine shows it like it is.

(Full Resolution)

The Flares.  Now in Existence.

Everyone loves to see bright streaks of light across the screen, right!?  No but seriously, for some reason they do look nice.  Now you can enjoy those lovely ion trails in more blinding glory than ever before.

(Full Resolution)

The Lighting.  Now Bending to Your Will.

With a shiny new dynamic lighting engine, the universe is more colorful than ever.  Sit back and watch as your weaponry lights up more than just the poor NPC in your crosshair.

(Full Resolution)

The Intelligence.  Now Planning Your Demise.

Using a state-of-the-art planning-based A.I. algorithm, the NPCs of Limit Theory are coming to life.  Dreaming, solving dreams, and figuring out how to exploit the infinite universe: it's all in a day's work for the inhabitants of LT.  Think you can keep up with them?


For a while there, you thought we'd never see the end of the high-level.  And yet, here we are, standing on the shores of a fledgling universe, gazing up at what may well be the beginning of the end.  And now that we look back, I guess it wasn't such a vast ocean after all.  The ocean's always bigger when you're trying to get to the other side, right?  But we're here.

Cryptic as it may seem, my point is genuine: the architecture is in place.  It's time to build this universe.  I, for one, am....'excited' :)


Development Update #8: August 2013

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Hey there :)

The Video. Sans Apology.

I told you I'd get it right one of these days.  So...was that day today?  Yes.  Yes it was.  Energetic voice? Check.  Awesome new music?  Check.  15+ minutes of shininess?  Check.  Sorry folks, no apologies this month ;) I mean, other than that apology.  Which was just a sarcastic apology for the lack of apologies.  Anyway.  Onto the goods.

Watch the Video! Do it!!

The Summary.

August: it's as though someone ripped off half a month of graphics / engine fun, then ripped off half a month of thought and design, and slapped them together into this lovely thing sitting here before us.

Have a look as I attempt to convince you, in bullet-point form, that the month was a productive one:

  • Dynamic entity loading system for vast, dense tracts of asteroid-laden space!
  • Improved shading model for asteroids and dusty space in general
  • ~50% finished with conversion to double-precision engine (biiiiig planets: they're on the way!)
  • First successful high-level AI test runs
  • Almosttt finished with simulation engine architecture
  • Shinier interface graphics
  • An awesome new preview track for the game's music by François Jolin

Infinite Asteroids.

Listen, we all know asteroids are the cornerstone of a good space sim.  So how do we build a better space sim?  The answer is simple, of course: more asteroids.  WIth LT's fancy new dynamic loading system, you'll never be left with want of more rocks to explore!!

(Full Resolution)

Infinite Interface.

Crisper text, softer edges, and an overall boost in user interface well-being.  Ok, maybe "infinite" is a stretch.  But it sure is looking nice!

(Full Resolution)


Graphics are moving forward, as always.  But perhaps more importantly, the architectural back-end seems to really be falling into place now.  A few months ago there were only questions.  Now, however, the answers outweigh the questions, and the remaining questions feel a lot more tractable.

With the high-level architecture of the simulation and A.I. engines nearing completion, it won't be long before we start to see more gameplay!  Gameplay progress has been put on hold until the high-level design is done...but with that approaching completion, the day of reckoning (i.e....."real" gameplay) draws ever-nearer.  The day when the LT universe wakes up and breathes it's first breath of will be a wondrous day.  That day is nearing!!

Now, into the chillier months we must go, but the fires of Limit Theory will surely keep us warm.

Thanks for backing :)