A rare, deterministically-seeded landable body yielding a fourth
resource, dark matter, obtainable only through an extractor - never a
surface pickup. Reuses every existing generic system (resource/planet
definitions, surface profiles, extractor/transporter pipeline) with no
type-switch branching.
Also fixes a latent conquest-gating gap: a surface profile with no
authored PlanetSetup (like the black hole's "void") never registered
capture points at all, permanently blocking extractor placement.
register_capture_points() now treats zero required points as vacuously
conquered, and PlanetSurfaceController registers that zero-point state
explicitly when no setup exists.
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).
All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.
Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.
Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>