Space Commander
Game DevelopmentBrowser GameJavaScriptUI DesignSpace Commander
Space Commander is a browser-based rouge-like game project where the objective is to progress through a series of bounties to reach a final boss. As the player completes bounties they earn rewards such as new ship modules, resources, and credits which they can use to upgrade their ship.
Some of the game mechanics are blended from games such as Slay the Spire, Path of Exile, and Home World.
This game is still in development with a massive feature list! I started this as a fun side project to test the limits of vibe coding. The local forgejo instance i'm using to track work documents over 550+ features, and growing as I continue to iterate into a playable product.
This has been made entirely in collaboration with Codex using the Pro plan.
You can play test it here.

Screens
Start

- Difficulty selector.
- Seed generator for deterministic play (useful for testing).
- settings for theme.
Configuration Selector

- Configuration screen for building your ship, selecting chassis and mods
Configuration

Navigation

- Preview of locations available to the player.
3D Scene

Move

- 3D movement includes ways to manipulate X Y and Z coordinates.
- Previews movement costs.
Target

- Targeting UI.
- Allows the player to target specific subsystems.
Intercept

- modal system for displaying important information.
Combat

- Three.js scene for combat.
- Various telemetry overlays for subsystems.
Reactor

- Detailed telemetry window for the energy subsystem.
Telemetry

- More telemetry.
Terminal

- Terminal window for debuging and executing game commands.
Bounties

Market

- Exchange feature.
Salvage

- Salvage exchange.
Refit

- Module replacement.
- Chassis replacement.
- Mod slots configuration.
