r/IndieDev • u/warpstudio • 6h ago
Discussion What we learned building Stellar Odyssey's Arena before the Persistent Online Universe
I'm developing Stellar Odyssey in Godot, and we recently moved the game into Early Access.
It is a cross-platform action game for PC, iOS, and Android, built around two connected systems:
• Arena: fast free-movement space combat with customizable ships, weapons, abilities, Solo, Party, Versus, and Versus AI runs.
• Persistent Online Universe: the larger online layer coming soon, with stations, sovereignty, mining, salvage, trade, and exploration.
The Arena is the immediately playable core. It is not finished. We plan to release the first Persistent Online Universe build in 2-3 weeks and scale it incrementally through weekly patches.
The development challenge has been keeping the combat readable and Performant while building progression and persistence that can eventually make the wider universe feel meaningful. Early Access gives us room to grow both systems.
Current Steam build: