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Game loops — the canonical catalog

The named gameplay loops SectorWars 2102 ships or specifies, each as a one-line player fantasy, its build status, the doc that owns its full spec, and the cadence layer it occupies. A loop here is a self-contained "do this, get that, spend it on the next thing" cycle a player repeats. This page is an index only; the linked home doc carries the rules, numbers, and section-level status markers.

Implementation status uses the four FEATURES status markers: ✅ Shipped, 🚧 Partial, 📐 Design-only, 🐛 Bug. The marker on each row is the loop's overall maturity; a loop's home doc breaks status down per mechanic, and most 🚧 Partial loops have a shipped core with design-only extensions.

Cadence layers, fastest to slowest:

  • Moment-to-moment — the substrate loops a player touches constantly (movement, trading, combat beats).
  • Session — discrete acts within a play session (a gambling run, a haggle, a raid, a contract).
  • Multi-day — capital projects and long timers (ship construction, warp gates, Genesis, citadel tiers).
  • Long-arc — identity and empire that compound across many sessions (colonization, rank/reputation, governance).

Loop catalog

Loop Player fantasy Status Home doc Cadence
Trading Read supply/demand, buy where glutted, sell where scarce, pocket the spread 🚧 Partial trading.md Moment-to-moment
Haggling Haggle an NPC trader down for a price edge (numerical band engine; narrative mode design-only) 🚧 Partial haggling.md Session
Exploration / movement Push sector-to-sector across the warp graph, reveal systems, name worlds 🚧 Partial movement.md Moment-to-moment
Quantum Jump (Warp Jumper) Aim a bearing into uncharted void and fire a one-shot directional FTL jump ✅ Shipped sectors.md Session
Ship combat Strip shields, punch hull, claim the kill or flee when the math turns 🚧 Partial combat.md Moment-to-moment
Raiding sector drones Clear hostile drones screening a contested lane 🚧 Partial combat.md Session
Planetary assault Seize a rival's already-built colony by force ✅ Shipped combat.md Session
Fleet tactics Pool a team's ships into one force and commit it to a decisive battle 🚧 Partial fleet-tactics.md Session
Sector positional defense Leave drones and minefields so hostiles pay a price while you are offline 🚧 Partial sectors.md Long-arc
Bounty hunting & placement Turn notoriety into credits; mark a wrongdoer's head with a public price 🚧 Partial bounties.md Session
Ship acquisition & upgrades Turn credits into a more capable hull, stat upgrades, and equipment 🚧 Partial ships.md Moment-to-moment
Ship building (TradeDock shipyard) Commission a ship as a multi-day project, feed it self-gathered resources 🚧 Partial tradedock-shipyard.md Multi-day
Warp-gate construction Collapse a route into a permanent 0-turn shortcut by sacrificing a Warp Jumper 🚧 Partial warp-gates.md Multi-day
Special formations & lost worlds Hunt rare topologies and Quantum-Jump-only dark territory for exclusive prizes 🚧 Partial special-formations.md Long-arc
Genesis device deployment Deploy a Genesis device to birth a brand-new owned planet from nothing ✅ Shipped genesis-devices.md Multi-day
Colonization & raising a planet Plant a colony and grow it from Outpost to Planetary Capital over real time 🚧 Partial colonization.md Long-arc
Citadels, defense buildings & research Climb the citadel tier ladder and fortify a world into a fortress-capital 🚧 Partial citadels.md Multi-day
Port / station ownership Own the station, set the tax, sweep the treasury, defend the deed 🚧 Partial port-ownership.md Long-arc
Gambling (SpaceDock casino) Risk surplus credits at four casino games chasing a multiplier or jackpot ✅ Shipped gambling.md Session
Rank, medals & reputation Climb the military rank ladder, collect medals, carry a moral-alignment score 🚧 Partial ranking.md Long-arc
Faction reputation Become known to the NPC factions purely by how you play 🚧 Partial factions-and-teams.md Long-arc
Teams, alliances & region governance Pool wealth in a team, vote as a citizen, run a region as a sovereign 🚧 Partial regional-governance.md Long-arc
ARIA companion & beacons An AI co-pilot that plots courses, predicts markets, and deepens with use 🚧 Partial aria-companion.md Long-arc
First-login onboarding Negotiate a starter ship with an AI guard at character creation 🚧 Partial first-login.md Session
Police / Wanted heat Commit crimes and named NPC police hunt you down 🚧 Partial police-forces.md Session
Player & team messaging Asynchronous inbox underpinning team, contract, and bounty coordination 🚧 Partial messaging.md Long-arc

Under design

These loops are specified but unbuilt, or proposed for a dedicated planning pass. They are catalogued here so the loop set is complete; their home docs carry the 📐 Design-only detail. The end-to-end primary-loop gap analysis — which loops exist but were unlisted, and which proven-elsewhere loops pair well and should be added — is the dedicated planning effort tracked in DECISIONS "Deferred design sessions" (item 6, "Primary game-loop audit & design").

Loop Player fantasy Status Home doc
Mining Fire a Mining Laser at an asteroid field and pull raw ore from the rock 📐 Design-only mining.md
Nebula harvesting & quantum refining Extract Quantum Shards from nebulae and refine them into Crystals 📐 Design-only quantum-resources.md
Contracts & alternative trade jobs Take deadline-bound delivery, procurement, and escort jobs for guaranteed pay 📐 Design-only contracts.md
Black-market smuggling Run contraband at huge margins, dodging law-faction detection 📐 Design-only black-market.md
Player-to-player trading Direct bilateral atomic exchange of credits, cargo, ships, and equipment 📐 Design-only player-trading.md
Pirate-holding raids Raid persistent pirate holdings and capture their territory 📐 Design-only pirate-holdings.md
Colonist professions Specialize colonists to stack bonuses on production, defense, and research 📐 Design-only professions.md
  • FEATURES README — the full FEATURES index and the status-marker convention.
  • player-journey.md — how these loops sequence across early, mid, and end game.
  • lifecycle.md — the faucet/sink macro-economy that the economic loops feed.