Dev Log
June 4, 2026· Mjolnir Software
A Hundred Thousand Units, in Real Time
Dev Update · Engineering · Performance · Simulation
Running a galaxy means thousands of things moving at once — fleets, civilians, probes, stations, and the routes between them. That's the promise underneath the generated galaxy and its worlds from the first two posts. Here's where the engine stands.
Engineering
The simulation runs on an entity-component system built for scale. A recent milestone: about a thousand units updating in roughly 20 milliseconds — with plenty of headroom left.
The GPU work now slots directly into that system at key stages, so the heavy lifting and the game logic move together as one pass. That's the change that lets the unit count keep climbing toward the target: a hundred thousand units, in real time.
To keep ourselves honest, we built tooling that auto-profiles the test suite and flags any regression the moment it appears — so performance stays a feature, tracked every build.
What you'll get to play
Next is a hands-on demo — units, turrets, waypoints, and formations you can command — followed by richer missions driven by the game AI, and in time a mission editor to build your own.
The throughline
A generated galaxy, worlds grown from what they're made of, and a simulation that brings the whole thing to life at scale. That's the game we're building, one system at a time.
Follow it as it happens — our Discord is where we talk through the work.
Join the Discord →