Jupiter: prototype brief
Sci-fi industrial gas and mineral extraction around a gas giant — 1:1 scale, weather, PvE events, detailed sim, multicrew roles.
Working title: Jupiter (spelling can settle later — Juipiter was the first scratch).
Pitch
A space game focused on sci-fi industrial extraction — gas and minerals from a gas giant environment — not arcade dogfighting as the core loop.
Pillars (current)
- 1:1 scale ambition for the operational space
- Weather emulation as a systems problem, not wallpaper
- Events / PvE that interrupt and reshape extraction work
- Detailed space simulation — mass, orbit, atmosphere, logistics
- Multicrew role requirements — the ship and site need people doing different jobs
Open questions
- What is the smallest vertical slice that proves multicrew + weather + extraction together?
- How much of the “industrial” fantasy is UI/logistics vs. physical piloting?
- Where does PvE pressure come from without collapsing into a shooter?
Next draft angles
- Vertical slice scope
- Role matrix (who does what on a crew)
- Weather as gameplay, not VFX