
Building a deep space MMO and fighting to keep it approachable — how much complexity is too much before it scares people off?
As some of you already know I've been building a browser space MMO for over 2 years now (Galaxy Online) and the colony layer got genuinely deep: population growth capped by habitats, workforce staffing that throttles your yields, tax, defense setup, per-resource ratios, native species with their own demands... even if I kept all mechanics intentionally as simple as possible it's still a lot of interacting systems 🙈
The screenshot is how I'm trying to keep that playable. Collapsible sections so you only see what you're working on or what you like to see, building cards that carry their own numbers, and one hard rule everywhere: no wiki required — tooltips explain where every number comes from, and you see consequences before you commit.
Still, I keep coming back to the same question: how much depth do space game players actually want, and where should I put my focus? Is there a point where systems are just too much no matter how the UI presents them, or can good presentation make almost any depth digestible 😄? I keep looking at EVE — incredibly deep, but with a brutal learning cliff that scares most people off before they ever get to the good part — and I wonder if that wall is the price of depth, or just a UI that never got fixed.
I already got into this with the 4X crowd (who lean hard toward depth) and the PBBG crowd (who lean the other way, toward lightweight and fast), so now I'm curious where the space-game crowd lands.
And honestly, looking at that screen cold: does it read clear for you or overwhelming at first glance? My main goal is to also attract the more casual crowd and not just the hardcore players — to show that a deep space game with complex mechanics can also be understood without a hundred-page manual.
It's still in alpha — for anyone who wants to follow along, the Discord (discord.galaxy-online.com) and website ( galaxy-online.com ) are where playtest access gets announced first.