Some background first
I'm a big fan of anything space-related and the games that come with it. I've spent a lot of time on the original Elite and its successor, Elite: Dangerous. I've also played games like Escape Velocity and many others inspired by it, such as Endless Sky, Star Valor, and Starsector, just to name a few.
So what's the difference?
Yes, there is already a variety of similar games, but they each come with a set of issues that I'll try to address here.
Controls
When it comes to the modern space sim genre, games like Elite: Dangerous, Star Citizen, and other true space sim games tend to require a HOTAS controller to play properly, which introduces a big barrier to entry. While playable with a controller or mouse + keyboard, they do not work very well on those setups due to their complexity. This results in a long learning curve to grasp the controls.
Even if you have a HOTAS controller, setting up to play can be quite an ordeal. It's a commitment to start the game. If you have limited desk space and not a space station-like sim setup, it takes time to set up the controller and make space for it. If you've been away from these games for a while, it can be a bit of work to start playing again. So, it's not very friendly for players who just want to hop on when they have an hour or two free to play. While I love real space sims, there is room for something easier to jump into when you don't have as much time to play.
On the other hand, we have the 2D-ish space sim games that tend to follow the Escape Velocity control scheme. The best way I can describe these controls is "Asteroids-style", where the ship has continuous forward motion, and you steer it by turning or strafing, mimicking how a spaceship would work in a 2D space.
I'm not a fan of how that feels when playing. It's a bit outdated since there aren't many other games that control like that, so it doesn't translate well to someone unfamiliar with it. It takes time to get used to, especially when combat requires precise movement.
Core Order uses a more familiar control scheme that translates from many other game genres, most notably ARPGs. It uses a click-to-move system, where the ship steers itself to the player's clicked destination. On top of that, it includes some small automation of movement, allowing players to issue commands like "follow," "orbit," "move to," etc.
That's why Core Order focuses on being easy to jump into and play, while also being friendly to newcomers to the genre. Keeping the controls simple is the main goal here.
World
The 1:1 Milky Way in Elite is gorgeous. This is something the Escape Velocity clones lack. The vastness and complexity of the Milky Way are not translated very well in the 2D space sim genre. These games either feature randomly generated, no-name galaxies or unrealistic maps. As a result, they don't convey the sense of space being as vast as it truly is, and they often feel random.
I do not have the capacity or resources to create an Elite-style world, but I can get close to it. Public data from space telescopes mapping the Milky Way is available, and that's what Core Order uses to draw and navigate the galaxy. This allows players familiar with our galaxy to recognize places they know and explore them as they see fit. This keeps the world familiar and hopefully removes the random feel of some other games.
Sandbox
The goal with Core Order is to offer an assortment of activities for players to choose from and engage in—or even come up with their own. It provides tools for these activities, but what you do is entirely up to you. Besides a tutorial and some mission boards, there isn't much hand-holding to guide you on what to do next. It's a living world where you can leave a mark.
The endgame is to have a shared world, even if you don't play with other people. For example, when someone visits a system for the first time, that discovery is stored, and everyone will see that the system was first discovered by "Johny Starlord." Players also affect the trading system; for instance, if they supply a lot of iron to a system, that system will temporarily pay less for iron, and this change affects everyone. Features like this contribute to the world having a story of its own.
While you can play fully offline without an internet connection, these systems might not affect everyone, but you can still leave a mark in your own space. When connected online, the world is shared between players.
This way, player actions affect the world in meaningful ways, contributing to a dynamic and evolving story of the world itself.
What's in it currently?
At the moment, there are a variety of activities being worked on. The goal is to provide options for different play styles. These are the main ones:
Mining
Bounty hunting
Pirating
Trading
Exploration
That's not all—there are orders to build reputation with, which are essentially factions in other games. These provide different types of bonuses when you reach certain thresholds. For example, if you're friendly with the mining order, you get better prices when selling raw materials. The pirate order lowers the chances of authorities being called on you when engaging in shady activities, and so on.
With all this, ship customization plays a significant role. To perform any activity effectively, you may need to modify your ship's loadout with different modules suited to the task.
Hopefully, some of this piques your interest, and I hope to see you in the Milky Way sometime soon. Stay tuned for more info later, and let me know your thoughts here or on our Discord.
Take care,
Mike
