top of page

Taming, Alliances, Teleporters: Features That Make Multiplayer Social

Writer: Marcel Dütscher
Marcel Dütscher
Jun 28
1 min read

Updated: Jul 10

Multiplayer features come in two kinds: those that let players play next to each other, and those that let them play with each other. Three of our features from the second kind — and what we learned designing them.


Taming & companions. Wild creatures can be tamed and become companions that follow their owner and defend them. It got interesting in the details: a companion is allowed aboard the ship (wild animals get escorted out), it travels along between planets, and it has its own menu tab. The social effect was bigger than expected — players show each other their companions like pets. That was never planned as a feature, it just happened.


Alliances. Two players can form an alliance — pairwise, with mutual consent. Allies get access to each other's bases and devices. The design decision behind it: no guild system with ranks and administration, but the smallest possible unit of trust. For a game that's often played in twos or threes (siblings! parents!), "I trust exactly you" is the right model — not "I manage an organization".


Beam teleporters. Craftable teleporter pads connect places to each other. They were intended as a convenience feature against long walks. In practice they became a social feature: the first thing allied players build is almost always a teleporter link between their bases. Infrastructure is friendship, in block form.


The meta-lesson from all three: a feature's social effects are rarely in the design document. You build a teleporter and get a dedicated line between two kids' bedrooms.

Recent Posts

See All
First One Kind, Then Five: How This Game Grows 🪨

Anyone looking at our version list will find 29 releases in a good five weeks — from 0.1.0 on 20 June to 0.9.0 yesterday. How does that work? Certainly not by sitting down and building a finished feat

 
 
 

Comments


bottom of page