# Game Design Document — Deadhead: Space Freight Tycoon **Title:** Deadhead: Space Freight Tycoon ("deadhead" — trucker slang for running empty, a nod to the backhaul mechanic) **Genre:** Real-time logistics / management tycoon **Platforms:** Web and mobile (installable PWA, optionally wrapped with Capacitor for app stores) **Tone:** Soft sci-fi, utilitarian, "American/Euro Truck Simulator in space" — with the focus on management, not piloting --- ## 1. Concept The player builds a space shipping company from nothing. They start by running jobs for private companies using company ships, save up to buy their first ship, rent a docking bay on Earth, hire pilots, and expand across the solar system — and eventually to nearby stars. The game is about **logistics decisions**: which jobs to take, which ship and pilot to send, where to open bays, and how to grow. There is no manual flying or landing. ## 2. Design Pillars 1. **Management over simulation** — every interaction is a decision, not a dexterity test. 2. **Put the phone down** — real-time with offline progress; ships keep flying while the app is closed. 3. **Every load goes somewhere for a reason** — contracts come from what each destination produces and needs. 4. **Earned expansion** — new locations are discovered by delivering there, not bought from a menu. 5. **Soft sci-fi** — real solar system locations and distances, but fun beats physics. ## 3. Setting - Our own solar system, then nearby real stars (late game). - Ships are classic sci-fi freighters: they take off from a pad, cruise, and land directly at the destination. Think utilitarian haulers with landing struts and big cargo doors, not sleek fighters. - Distances are based on real planetary positions, so routes like Earth–Mars get shorter or longer over time. ## 4. Core Loop 1. Browse the freight market (contract board) wherever an idle ship is. Every discovered location has one. 2. Choose a ship and pilot, set the throttle, and dispatch. 3. Ship travels in real time (continues while offline). 4. Delivery completes: payout, pilot XP, possible new destination discovered. The ship takes a backhaul from where it landed, or deadheads (flies empty, fuel only) somewhere better. 5. Reinvest: ships, bays, pilots, pilot skills. ## 5. Progression ### Phase 1 — Contract Pilot (tutorial) - The player is the pilot, flying company-owned ships on Earth ↔ Moon runs. - Short and fast; the goal is to teach the loop and get the player to their first ship quickly. ### Phase 2 — Owner-Operator - Buy a first ship, rent a docking bay on Earth, hire a first pilot. - The player moves into a management role. ### Phase 3 — Fleet Company - Multiple ships, pilots, and bays across the inner system, belt, and gas giants. - Automation becomes important (see §12). ### Phase 4 — Interstellar - A late-game unlock (jump gates or an FTL technology) opens nearby real stars such as Alpha Centauri, Barnard's Star, and TRAPPIST-1. - Treated as a new map region, similar to a new map expansion in ATS/ETS. ## 6. Time Model - **Real-time with offline progress.** Closing the app does not pause the game. - **Compressed game clock:** default **1 real minute = 1 game hour** (configurable for balancing). | Route (approx.) | Real-time duration at default scale | |---|---| | Earth → Moon | A few minutes | | Earth → Mars | ~1–2 hours (varies with planet positions) | | Earth → Jupiter | A few hours | | Outer system | Overnight runs | ## 7. Travel ``` travel time = distance / cruise speed + takeoff/landing overhead ``` - **Overhead** is a fixed cost per trip. Small, nimble ships do best on short hops; big haulers do best on long routes where cruise speed dominates. - **Throttle setting** per dispatch: *Cruise* (standard) vs. *Push the engines* (faster, more fuel, more wear). - **Fuel range** limits distance per trip. Longer routes need multi-leg trips with refuel stops, making waypoint bays (e.g., Mars, Ceres) valuable. - **Launch cost** scales with the departure world's gravity. Earth is the most expensive pad to launch from; the Moon is cheap, which makes a lunar bay a natural hub. ## 8. Ships Multiple ships are available for purchase, each with different stats. ### Ship Stats | Stat | Effect | |---|---| | Cruise speed | Travel time | | Cargo capacity | Mass and/or volume per trip | | Fuel range | Max distance before refueling | | Hull rating | Event survival, insurance cost, dangerous-cargo eligibility | | Landing class | Which destinations the ship can land at | | Upkeep | Maintenance, crew, and docking costs | ### Landing Classes | Class | Can land at | |---|---| | Vacuum | Airless bodies, belt stations | | Atmospheric | Above + atmospheric worlds and cloud platforms | | Hardened | Above + hostile worlds (Venus, Io) | ### Example Archetypes - **Courier** — fast, small hold, short range, low overhead, atmospheric-rated. Great for short or urgent jobs. - **Freighter** — balanced all-rounder. - **Bulk hauler** — slow, huge hold, high capacity. Great for long, heavy routes. Ship tiers should feel like upgrading from a box truck to a top-end rig. ## 9. Destinations | Type | Examples | Landing need | Main export | Main hazard | |---|---|---|---|---| | Atmospheric world | Earth, Mars, Titan | Atmospheric | Manufactured goods, food | High launch cost | | Airless body | Moon, Mercury, rocky moons | Any | Minerals, research | Low | | Hostile world | Venus, Io | Hardened | Rare materials | Environmental damage | | Cloud platform | Jupiter, Saturn (later Uranus, Neptune) | Atmospheric | Fuel, gases (H₂, He-3) | Storms | | Belt station | Ceres, Vesta, mining outposts | Any | Ore, metals, ice | Debris fields | ### Gas Giant Cloud Platforms - Floating industrial platforms in the upper atmosphere. - The system's fuel refineries: fuel is cheapest here and most expensive near Earth. - Isolated company towns that import parts, food, and supplies (good backhaul opportunities). - Storm events can delay departures or damage hulls; Jupiter is rougher than Saturn. ### Asteroid Belt Stations - Mining and ore-processing stations. Export heavy raw materials; import equipment, supplies, and people. - Routes through the belt carry debris and collision risk; hull rating matters and hazard pay increases. - **Ceres** acts as the major hub and refuel waypoint, the gateway to the outer system. - Station variety: large established stations, rough mining outposts, and possibly a shady independent station offering high-risk contracts. ## 10. Docking Bays & Discovery - **Every discovered location has a contract board** (its freight market), like the job markets in American/Euro Truck Simulator. Any idle ship can pick up work wherever it is, so backhauls are always possible and a ship is never stranded. - **Docking bays are HQs** (like ATS garages), rented at a discovered location. A bay is where pilots are hired, where newly bought ships are delivered, and where pilots can be unassigned. A bay does **not** control where contracts are offered. - A location must be **discovered** before it has a board, a bay can be rented there, or ships can deadhead there. Discovery happens only by **completing a delivery to that location**. - Contracts to undiscovered destinations appear occasionally on discovered locations' boards as well-paying "first contact" or survey jobs, giving players a path to expand. ## 11. Pilots Pilots are hired, assigned to ships, and gain **XP** from deliveries. XP is spent on skills that unlock better contracts and improve results. ### Skills | Skill | Effect | |---|---| | Long haul | Access to longer routes; better fuel efficiency on long trips | | Heavy cargo | Access to heavy loads; reduces speed penalty from heavy cargo | | Expensive cargo | Access to high-value cargo | | Dangerous cargo | Access to hazardous cargo, tiered by hazard class | | Fragile cargo | Access to medical, biological, and instrument cargo | | Urgent delivery | Access to just-in-time contracts with time bonuses | | Fuel efficiency | Reduced fuel use and wear | **Design rule:** skills should change outcomes (speed, failure chance, fuel use), not just unlock job tiers, so every level-up changes the player's math. ### Pilot Location - A pilot is wherever their ship is. Pilots only travel by flying a ship. - Pilots are hired at one of the player's bays and can only be unassigned at a bay, so they never get stranded. ### Pilot Tension - Salaries scale with level. - High-level pilots may be poached by rivals. ## 12. Contracts & Economy ### Contract Generation - Every destination **produces** some goods and **needs** others. Contracts are generated from these flows. - Backhaul matters: the best routes avoid flying home empty. - Each discovered location has one contract board per player per refresh period. Contracts expire when the period ends. - Payout is fixed when a contract is offered; travel time and fuel depend on the distance at departure. ### Payout Factors - Distance - Cargo type (heavy, high-value, dangerous, fragile) - Urgency and deadline - Destination hazard - Client reputation ### Money Sinks - Fuel (priced by location) - Maintenance and wear - Insurance (scales with cargo value and danger) - Pilot salaries - Docking bay rent ### Reputation - Standing with client companies is a second progression axis alongside money. - Higher reputation unlocks better contracts; sometimes taking a lower-paying job is worth it for standing. ### Automation (Mid/Late Game) - Standing routes and auto-accept rules (for example, "take any heavy cargo job on Moon–Mars above X credits"). - Prevents micromanagement from becoming a chore at large fleet sizes. ## 13. Events & Risk Events are rolled at dispatch time (see §14) and can include: - Solar flares (delays) - Gas giant storms (delays, hull damage) - Belt debris (hull damage) - Piracy (cargo loss, mitigated by hull rating and pilot skill) - Customs holds (delays) ## 14. Technical Architecture ### Offline Progress - Every trip is **deterministic from its dispatch record**. Nothing simulates while the app is closed. - The dispatch record stores: departure timestamp, origin, destination, ship, pilot, cargo, throttle setting, and RNG seed. - Arrival time, current position, and events are all derived from that record. - **Events are pre-rolled at dispatch** from the seed, so reopening the app can't reroll outcomes (prevents save-scumming). - On load, the client gets the current time from the server, resolves completed dispatches (payouts, XP, pilots returning), and shows in-flight ships at their interpolated positions. ### Backend - **Server-authoritative time**, so changing the device clock has no effect. - **Cloud saves** so web and mobile share one game state. ### Notifications - Web Push for arrivals and events (supported on installed PWAs, including iOS 16.4+). - A Capacitor wrapper is an option for more reliable notifications and app-store distribution. ## 15. Open Questions - Visual style - Exact contract generation and payout formulas - Ship roster: number of ships, prices, and stat values - Interstellar unlock mechanic: jump gates vs. ship-based FTL - Single-player only, or leaderboards and other social features? - Monetization model, if any - Tech stack: framework and rendering for the map and UI