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Imagine a game world with hundreds of stars, thousands of planets and asteroids, new colonies, huge empires and -- you. A tiny little company, owning a few ships, barely enough money to buy fuel for your next jump. What would you do?

Would you try your luck in one of the asteroid fields mining for rare ores? Would you sell your ships, your cargo and everything else to start trading in one of the large trading hubs? Would you want to become a respected designer of modern space ships? Or would you do anything to become the leader of one of the large corporations to scheme plans on how to wage trade wars against your enemies? Whatever you decide to do, it will leave a mark in the persistent world of Prosperous Universe and have consequences for you and everyone else.

Prosperous Universe is massively browser-based online game where everyone plays in the same world. No shards, no different servers, no restarts. One universe.

While the focus of Prosperous Universe lies on the economic part, there will be a military component as well. Conflicts will not be about destroying everything your opponent owns, though: They take place as part of a high-level meta game that’s about taking control over certain orbital or planetary structures, allowing you to influence planets, markets and taxes.

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Development Log Week 112


Happy New Year everyone! We hope you had relaxing Holidays and start with some fresh energy into the new year! We certainly did and do :) In this week’s devlog Martin talks about the start of our new payment system and Michi tries to catch up with the events on the test server.


I hadn’t planned to add anything to this devlog since I will be away on vacation (like…properly, out-of-office, on an island) for the majority of the week. But I ended up working most of the first day of the new year anyhow, so why not write about it…

One thing I left out of last week’s end-of-year issue is that I actually managed to deploy our new payment system after Christmas and - most importantly - before the first of January. There are still a few details to iron out, but the general system is up and running and so far has coped quite well with the above-average holiday traffic.

But the real test came on the 1st: That’s when I tried for the first time to actually export the accounting data from the new system and import it into our accounting tool. Aside from a few smaller glitches this worked as planned. But converting and cleaning up the actual account structure took a few hours. Anyway, I am very glad to be able to start with a clean slate and to have no “old” accounting data at all in the books in 2018.

Most importantly, though: After some final finishing touches to backend tools and documentation I’ll be back to actually work on the game itself some time in January. Can’t wait!


I’ve been away almost the whole time over the Holidays and haven’t had access to a real computer in that time (that’s a good thing, right?). So I was pretty eager to find out what happened in that time in our alpha test.

The good news is, that it is still running, no apparent technical errors happened or have been reported. This still amazes me: With around 20 different players and hundreds and thousands of events every day the servers just tick like a swiss watch. I hope it will stay that way when we scale to 100 or 1000 or even more players. It’s nice to be able to concentrate on game design and new features.

The bad news is, that nerfing the constructor role didn’t work as good as planned. We removed the building modules from the game and replaced it with a system where everyone can build buildings if she has the necessary building materials. We kept the building materials really simple, so everyone could produce them if wanted. It turned out that experienced constructors from the last test did the same thing as last test and sold the small amount of building materials (that where available in the beginning) very expensively. Due to a low influx of metal ores the building materials that followed didn’t get any cheaper. The constructors made a fortune and some players spent so much money on building materials that they had cashflow problems afterwards. One constructor even put up a buy order for gold ore for 220000 NCC and thus proves that he actually has that huge amount of money. To put that into perspective: new users start with 25000 NCC.

The prices are currently relaxing a bit, which is a good thing. We will let run this test a bit longer because we want to see how things develop once we leave this tumultuous initial situation behind us.

Besides this I was doing a bit of organizational work and prepared a change for a existing feature, but that’s a topic for another time!

As always: we’d love to hear what you think: join us on the forums!

Happy trading!

Development Log Week 111

Development Log Week 111


So that’s that: 2017 is a wrap! We hope you had fun holidays with family and friends and are ready for the new year with all that it may bring. Michi...

Development Log Week 108

Development Log Week 108


If we had to name one defining thing that makes Prosperous Universe what it is, the thing that determines game feel, pacing and a player’s progression...

Development Log Week 107

Development Log Week 107


Just like that it’s December and the new year is approaching quickly. While Michi continues adding depth to the base building feature, Martin is hard...

Development Log Week 106

Development Log Week 106


Our third alpha test has started and is focusing on space flight and trading between two colonies. Meanwhile Martin has started implementing the new payment...

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