DevLog 00

How We Got Here

26 August 2026

The Cygnus Rift is a multiplayer space combat game. The shortest, most direct pitch I have is: Feels like X-Wing, but it's really Guild Wars 2 in X-Wing clothing. Classic flight-assist starfighter combat — planes in space, not 6DOF — inside a persistent world of zones, events, and a world story that has a "front line" of conflict that moves based on what players actually do in game.

This first DevLog entry covers everything up to the date is was published. This is where the idea came from, what the game is, and the six weeks of design that this game now stands on.


It all started as a search for a game to play

I have this really bad habit: when I start looking for a game, I usually can't find it and I end up designing one. I have GDDs for several games detailing the shape, construction, design, and build paths. This is the first one I thought was really worth actually building.

I wasn't looking to make anything. I was looking for something to play.

I play Guild Wars 2. It's my go-to game, and I've had a lot of time in the last 12+ years to think about how it was built. That being said, I was in a drifty phase, probably on-set by the announcement of GW3 and the wrap on new development of GW2. I've done my stint with Overwatch and Fortnite. I cannot play 4X games. 4X games are crack to me; I can't put them down. Dawn comes up and bites me. I won't touch 'em. Cold turkey stays cold. What I wanted was a space flight sim — and nothing had scratched that itch since the original X-Wing. Elite Dangerous felt samey. EVE Online is a lifestyle married to a spreadsheet more than a game. X-Wing from EA? My mother told me that if I have nothing polite to say, say nothing. I tried various recommendations. None of them was the game I was looking for. I came to the conclusion that was because the game I was looking for didn't exist.

So the question changed shape from Where is that mythical space-sim? to Why can't the original X-Wing be made multiplayer?

So I began to research. History says it was tried: X-Wing vs. TIE Fighter, 1997. Failed on execution — it shipped without a campaign — not on premise. There have been others, all with clear and catalogued failure, but this isn't a history lesson. One thing that stood out as a key component was story, and campaign. And in the intervening time GW2 quietly solved that problem: Who's the protagonist in a multiplayer story? Answer: Everyone! Every player is The Commander, or The Wayfinder or, in our case, Captain.

This brought me to the larger picture, especially since space is naturally located, and not a continuous streaming world: If GW2 has solved the STORY issues, can we leverage the instanced model of zones, metas, and a progressing story, both personal and global? Everyone has their own story. Yet everyone comes together at the briefing. Everyone launches from the fighter bay in a heap. Everyone forms up to meet the threat. Commanders, with docking space in their personal carrier, organising the fight. Multiple simultaneous goals to defeat that threat. Shields to take down. Armoured modules to crack. Fighters to deal with. Bombers to intercept and knock off their attack run.

I kept asking "Why not this?" and "Why not that?" The answer kept coming back "There's no good reason no to." The bad habit had struck again, but this one was really good.

What the game is

The core loop, as it stands on paper:

And some early rulings that shape everything downstream:

Building it: the ground rules

At this point, I'm one developer. The plan is to grow into a team. However, the fact of a solo starting point drives every technical decision, and three rules were set before anything else:

  1. Networked from day one. The single biggest cause of death for indie multiplayer projects is bolting networking on later. Here, even a single-player game is a server with one client. The very first playable milestone isn't a fun demo — it's one hundred headless clients flying dead-reckoned shapes while I measure tick rate and bandwidth. Prove the skeleton before dressing it.
  2. Everything is data. Code as verbs; data as nouns and numbers. Events, enemies, ships, and loadouts are all definitions the systems read — which is what makes a one-person content pipeline survivable. This also makes the game incredibly efficient to manage, run, and update.
  3. Plan your Dive and Dive your Plan. Everything is planned on paper before any work is done. No fishing expeditions. There will be no rescues. You will see in the Six weeks on paper that I am trying to predict and design as much as I can before committing any work in any engine with any code; and six weeks is only the beginning.

The stack is Unreal Engine 5 with its modern networking and mass-simulation systems, targeting around a hundred concurrent pilots per zone instance.

Off-the-shelf flight kits were evaluated and rejected — the deciding factor was networking architecture, and that told me the order of operations: networking package first, flight sim fitted into it. Flight kits also did not allow me the mass & power flight mechanic I am looking for. I want a heavy bomber to feel like a heavy bomber due to its mass; and just like a B-17, when the ordinance is 'dropped', the ship will lighten and fly differently — and all based on a flight model that takes mass into account.

I use AI-assisted tooling openly in the programming workflow — that's part of what makes a solo project at this scope thinkable at all, and it will be visible throughout these logs. I plan to have specific posts on exactly how I'm using this, so the transactions will be transparent.

The art side has its own story and deserves its own post. My background includes physical model-building and miniature work for screen. Exactly how that craft translates to a digital pipeline is a topic for a proper workshop entry down the line.

Six weeks on paper — so far: The Dive Plan

Here's what "designing one" actually looks like, dated. Everything below happened before a single line of engine code was written.

Please remember any of the following could change at any time due to fluctuations in game design, or the necessities of engineering.

Early July — Inception

9–14 July — The design consolidation week

15–22 July — Money, pipeline, and infrastructure

Late July – early August — Family holiday

10–22 August — System deep-dives

23–24 August — Architecture week

The daily record starts — 26 August 2026

What happens next

Nothing switches over at this line. Design doesn't stop and building doesn't suddenly start — there's a lot of design still to come, and the six weeks above were work as much as anything that follows. What changes is the record: from 26 August the work gets logged day by day, and this is where that log begins.

What the six weeks bought is enough proof of concept and design shape to get started — and enough to say we must get started. The next thing that matters is the first gate, which tells us whether this is a go.

First up is the least glamorous milestone imaginable: a server, a hundred fake clients, and a bandwidth graph. If that holds, flight feel comes next, then the first zone and the first meta event.

Not immediately, though. Before that server is worth building, the design has to be far enough along that it knows what it's serving, and the architecture has to be worked out well enough that what we build is built correctly. That work comes first, and there's a good deal of it. The server is what we're driving at, not what's happening next week.

Posts here should be short, and they arrive when there's a week worth writing about — usually weekly, sometimes not — aligned to what actually got built. If there's a quiet stretch, there'll be a quiet log — I'd rather write "wrestled the build system for a week" than pad. I will admit that I plan to use these devlogs as a bit of an historical record of what has been happening, so … read on if you dare.

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