Be present
The Captain has a body and a location. You can move through the ship, enter the CIC, and see the spaces your crew works and lives in. The accepted prototype already has a walkable four-deck blockout.
Early prototype Work in progress
ATLAS
I’m building a starship command game where you live aboard the vessel as Captain, lead a persistent crew, and make decisions through people and departments. The ship is a place you move through, not a menu you sit above.
Actual in-game capture · CIC representative visual slice · not final shipwide art
01 / The game
ATLAS is built around the distance between knowing what the ship needs and getting real people to carry it out.
The Captain has a body and a location. You can move through the ship, enter the CIC, and see the spaces your crew works and lives in. The accepted prototype already has a walkable four-deck blockout.
The design goal is to set intent through officers and departments, then live with what they can observe and do. The crew’s purposeful daily behavior is the current development focus; this is not a finished command simulation yet.
Being physically present can let the Captain take over a station. The prototype has station interaction foundations, while the larger set of command, flight, and combat systems is still ahead.
Why ATLAS exists
I grew up playing Battlecruiser 3000AD, Silent Hunter: Wolves of the Pacific, and X-COM. What stuck with me wasn't any one feature. It was the feeling of systems bigger than the player, people you depended on, and decisions where there wasn't always one clean answer.
I'm a military officer with command experience, and I've always wanted a space game that let me live that same command fantasy. Not control a ship like a vehicle. Command one.
ATLAS is me trying to build the game I kept wishing existed.
Read why I'm building ATLAS
In-game prototype / M1.5 visual slice02 / A living ship
The starting company has 35 persistent named people, including the Captain. Their identities and personnel records are in place. The harder part is making their duties, needs, travel, and downtime read as believable shipboard life.
I’ve rejected crew-life builds that passed short technical checks but still felt too quiet when I walked the decks. That work remains in development. The test is whether the ship feels alive from the Captain’s point of view.
What exists today03 / Current status
No completion percentages. This is the project state I’m working from.
I rejected the latest crew-life candidate after an extended playable review. I’m correcting the underlying activity and space use before another review.
These are design goals, not features available to play today.
No public build yetATLAS is still an active prototype. Public playable access will come later when the project is ready for it.
Last checked against the project’s current milestone and design sync: . Status will be updated as milestones are accepted.
04 / The vessel
ATLAS aims for compact, maintainable spaces and clear departmental purpose. The four-deck layout is accepted as a functional blockout; the shipwide environment is still gray-box.
There is no artificial gravity. The decks are arranged around sustained thrust, and coasting changes movement into zero-g. The motion and gravity foundation passed its project acceptance gate.
The command room sits inside the hull, with operator stations, a shared command position, and an information display. Its visual slice is real in-game work; the display is not a claim of finished tactical subsystems.
05 / Screenshots
Actual in-game captures. Prototype / work in progress / not final art.
06 / Development log
The main ATLAS story stays public. Following is free.
Why I’m building a game where command means being aboard a ship and relying on the people in it.
Read updateThe accepted foundations, the still gray-box spaces, and the crew-life work I’m testing now.
Read updateWhy a crew needs more than names and a schedule, and how I’m building those layers one at a time.
Read update07 / About
I’m Julio, a solo developer building ATLAS alongside a full-time career and family. I’m testing the Captain fantasy before expanding the game around it. Sometimes that means a build passes the technical checks and still goes back to the workshop after I play it.
Stay aboard
Public updates are free. I’ll share what works, what fails, and what changes as the ship comes together.
Follow development