April 16, 2026 · Mikhail Vasiliev

Nexus Devlog: Solar System

Watch on YouTube

Over the past stage a new simulation appeared - the Solar System. There's no gameplay or realistic physics here yet, it's just a demonstration of the engine.

Solar System

At the center is the Sun, with planets, their moons and asteroids around it. Every body has properties: mass, size, temperature and a dozen more, all based on real astronomy data. It works out like an interactive Wikipedia - you click a body and explore it. Right now it's just a decorative mode: you can look, but not play. There's a second mode too, a tactical one. The orbits there are schematic and nothing moves, but the field is split into hexes - the cells make it easy to move fleets and place stations, like in space strategy games. It's groundwork for future gameplay.

The Solar System in the simulation: the Sun, planets with asteroid belts, and the property panel open for the selected planet
The same world in tactical mode - orbits split into hexes

What's new in the engine

The main thing this month is a 2D client with graphics and animation. Under the hood, a few things got solved that had been dragging on since the old games. Properties are now universal: the same mass belongs to a planet and, say, to a sack of rice - it's a single property for any entity. Which of them to attach is up to the design of each particular game.

Along the way I sorted out the very large and very small numbers. Some of our early games used to trip over them: once the population climbed past a few billion, you'd get trillions and quintillions with nowhere good to show them. Now such values are written compactly, as powers of ten: 10³⁰ instead of a one with thirty zeros. And the confusion is gone.

You can change the system on the fly, with commands. The format is simple: /set, then the body, the property and the value. A couple of examples from the video:

/set Jupiter Orbit 2
/set Earth Weight 1e35

The first moves Jupiter to the second orbit, closer to the Sun - and its Trojans move along with it, the asteroids that keep close by. The second makes Earth so heavy that it collapses into a black hole and loses all its other properties at once. Any step can be undone - everything goes back to the way it was.

Earth, made as heavy as 10³⁵ by a command, has collapsed into a black hole

The engine works out density on its own, from mass and size. But there's no full physics here, it's a demonstration: that same Jupiter stays cold even right next to the Sun, I just never got around to it.

Voice control

On a phone you can control all of this by voice. You tap the microphone and say what to do. “Delete Mars” - the planet disappears along with its orbit. “Swap the orbits of Jupiter and Neptune” - it swaps them. “Give the Sun an atmosphere” - it adds one, a toxic one at that. The AI understands a lot, but not everything: ask it to “make the Moon nice” and it gets stuck, because “nice” is subjective. And the graphics and labels are still only for the Solar System: you can't add exoplanets or galaxies this way, that's separate content, and it's in the plans.

The mobile version: the voice control button at the bottom

Languages and network

The language changes with a single command:

/lang arSA
/lang enUS

That switches the interface to Arabic and back, and there are more than twenty languages in all. Over the network you can start a second client and connect it to the same session - for now it's just a demonstration, but in the future you'll be able to play the studio's old games together this way, a Marble Age or something. And the mobile version does almost all of the same, so you can rearrange a star system right from the couch.

I've put the simulation on the site - you can try it in the simulation catalog. More about Nexus and the plans in the Nexus section.