Yesterday I released DeltaV Orbital Strategy in Steam Early Access. I directed Codex to generate the original game code and visual assets, including the simulation, interface and spacecraft. I designed the rules, chose what to keep, and tested the result. The music is separately licensed, and libraries, fonts and other third-party materials have their own credits. The game is about a fleet sharing one fuel reserve. Moving one ship can leave another unable to defend itself. The clip is a short example of the decisions that come from that rule. One constraint I kept throughout development was separating the simulation from the 3D renderer. Movement, fuel and combat rules can run without graphics. Changing the camera or a ship effect should never change the outcome of a turn. That matters with rules like shipbuilding: when a shipyard finishes a new ship, the old ship has to leave. If the faction cannot afford that departure, the new ship is cancelled. A nice-looking animation does not tell you whether that rule still works. I used automated checks alongside playing matches to verify those interactions after changes. It's a shipped game, but still Early Access. It is single-player, and saving a match to resume after closing the game is not available yet. No generative AI runs during gameplay. Steam and the free guided demo: https://store.steampowered.com/app/5070120/?utm_source=sideproject&utm_medium=reddit&utm_campaign=early_access_nov2026&utm_content=ai_code_visuals_launch Complete 11:36 match with English on-screen explanations, chapters and music, without voiceover: https://www.youtube.com/watch?v=DO2iaCS0AXI For anyone trying the demo, I'd like to know whether the shared fuel budget makes sense before the first missile arrives. That is the part the tutorial needs to teach.   submitted by   /u/va2k0r [link]   [comments]