Spaceship Simulation: Creating the Space Station Network December 14, 2025

One of the most exciting features we're implementing is our space station network—a system of orbital hubs on every planet, functioning like airports in space. Players arrive at stations, check departure boards, select their ship and destination, and embark on journeys across the solar system. In this post, we'll explore how we're designing these stations, implementing the departure/arrival board system, and creating the hub-based travel experience.

The Vision: Airports in Space

Early in our design process, we realized that space travel needed hubs—places where players could transition between different journeys, select their travel method, and experience the logistics of interplanetary travel. Rather than teleporting between planets or selecting destinations from a menu, we wanted players to experience the process of traveling—arriving at a station, checking schedules, choosing a ship, and embarking.

This approach serves multiple purposes:

  • Immersive Experience: Players feel like they're part of a living, breathing space travel network
  • Player Choice: Stations provide choices—regular ships for scenic journeys or warp ships for faster travel
  • Educational Value: Players see the logistics and scale of space travel
  • Social Hub Potential: Stations can serve as meeting points and exploration areas
  • Natural Flow: Creates a clear gameplay loop—arrive, explore station, select journey, embark, travel, arrive

Station Network Architecture

One Station Per Planet

Every planet and major moon in our solar system has its own space station orbiting it. This creates a network of hubs that players can travel between. Each station is unique, reflecting the characteristics of its host planet:

  • Earth Station: The largest, busiest hub—humanity's gateway to the solar system
  • Mars Station: Red-themed architecture, smaller but growing
  • Jupiter Station: Floating near the gas giant, designed for harsh conditions
  • Each Moon: Smaller stations adapted to their specific environments

While each station has unique visual design, they all share common functional elements—departure terminals, arrival areas, boarding gates, and the all-important departure/arrival boards.

Departure & Arrival Boards: The Heart of the System

Train Station-Style Displays

The departure/arrival boards are central to the station experience. We've designed them to function exactly like airport or train station boards—large, prominent displays showing:

  • Departures: Destination, departure time, ship type (regular/warp), gate number, status
  • Arrivals: Origin, arrival time, ship type, docking bay, status
  • Real-Time Updates: Boards update automatically as ships arrive, board passengers, and depart
  • Status Indicators: On-time, delayed, boarding, departed, arriving, docking

These boards are positioned throughout the station for easy visibility. Players can see them from anywhere in the terminal, making it easy to check schedules and monitor their ship's status.

Board Display Information

Each board entry shows comprehensive information:

For Departures:

  • Destination planet name
  • Departure time (ship time, station time)
  • Ship name/ID
  • Ship type icon (regular ship icon or warp ship icon)
  • Gate number
  • Status: On-time ✓, Boarding, Delayed, Departed

For Arrivals:

  • Origin planet name
  • Arrival time
  • Ship name/ID
  • Ship type icon
  • Docking bay number
  • Status: On-time ✓, Arriving, Docking, Delayed

Real-Time Updates

The boards update dynamically as ships move through their schedules:

  • When a ship is scheduled to depart, it appears on the board with "On-time" status
  • As departure time approaches, status changes to "Boarding"
  • Players see their ship's gate number and can navigate there
  • When the ship departs, status changes to "Departed" and the entry moves down the board
  • Arriving ships appear in the arrivals section with their status
  • All updates happen in real-time, creating a living, active station atmosphere

Station Layout Design

Main Terminal

The main terminal is the central hub of each station:

  • Departure/Arrival Boards: Large, prominent displays visible from anywhere
  • Information Kiosks: Interactive terminals for detailed ship information
  • Service Areas: Rest areas, amenities, information desks
  • Central Plaza: Open area for orientation and navigation

Departure Gates

Each gate area includes:

  • Gate number clearly displayed (matching board listings)
  • Waiting area with seating
  • Ship information display (destination, ship type, departure time)
  • Boarding access point
  • Visual connection to the ship when docked

Gates are numbered and organized logically. Players can see their gate number on the departure board, then navigate to that gate using clear signage.

Observation Decks

Each station features observation areas where players can:

  • View the planet the station orbits
  • Watch ships arrive and depart
  • See the scale of space operations
  • Experience the wonder of space before or after journeys

Earth Station: The Special Hub

Earth Station serves as the primary hub and has unique features:

  • Warp Pod Bay: Special arrival area where players arrive from warp pods on regular ships
  • Largest station with most amenities
  • Highest traffic volume (most departures and arrivals)
  • Primary starting point for new players

The warp pod bay is a unique feature—when players on regular ships use warp pods to return to Earth, they arrive in this specialized area rather than the standard arrival docks.

Ship Selection System

Regular Ships vs Warp Ships

The departure boards clearly distinguish between ship types:

  • Regular Ships: Shown with standard ship icon, frequent departures, real-time travel
  • Warp Ships: Shown with warp icon indicator, scheduled departures (less frequent), faster travel

Players can choose based on:

  • Time Preference: Want a quick journey? Choose warp. Want to experience real travel? Choose regular.
  • Schedule: Check when the next ship to their destination departs
  • Experience: Regular ships offer scenic journeys; warp ships get you there faster
  • Availability: Regular ships are always available; warp ships run on schedules

Embarkation Process

The player experience flow:

  1. Player arrives at space station (via ship, warp pod, or starting at Earth Station)
  2. Player enters main terminal and sees departure/arrival boards
  3. Player checks boards for available ships to their desired destination
  4. Player sees ship type, departure time, gate number, and status
  5. Player navigates to designated gate number
  6. When status shows "Boarding," player can embark on the ship
  7. Ship departs automatically with player aboard
  8. Board updates to show ship as "Departed"

Station Management System

Autonomous Operation

Stations operate autonomously, managing:

  • Ship Scheduling: Regular ships operate on continuous schedules; warp ships on fixed departures
  • Gate Assignment: Automatic assignment of gates to ships
  • Board Updates: Real-time synchronization between ship status and board displays
  • Arrival Coordination: Managing docking bays for arriving ships

Ship Availability

The system ensures:

  • Regular ships are always available for each destination (continuous schedule)
  • Warp ships appear on schedule (less frequent but faster)
  • Players can see upcoming departures for the entire day
  • If the next departure is soon, players can wait; if it's later, they can explore the station

Technical Implementation

Board Display System

We've implemented the departure/arrival boards as dynamic UI systems that:

  • Query the station management system for ship schedules
  • Display information in a clean, readable format
  • Update in real-time as ship statuses change
  • Support filtering and sorting (by destination, ship type, time)
  • Are positioned as 3D displays within the station (not separate menus)

Station-Ship Integration

The connection between stations and ships:

  • Stations track all docked and scheduled ships
  • Ships communicate their status to stations (arriving, docking, ready for boarding, departed)
  • Boards reflect real-time ship states
  • Gate assignments sync with ship docking

Player Experience Design

Exploration During Wait Times

If players arrive at a station but their desired ship doesn't depart for a while, they can:

  • Explore the station interior
  • Visit observation decks to view the planet
  • Use information terminals to learn about the planet or station
  • Monitor the boards to see ships arriving and departing
  • Experience the station as a place, not just a transit point

Wayfinding

Clear navigation is essential:

  • Gate numbers match board listings exactly
  • Clear signage directing players to gates
  • Color coding and visual cues aid navigation
  • Maps available on information terminals

Educational Value

The station network provides educational opportunities:

  • Scale Awareness: Players see the logistics of interplanetary travel
  • Time Understanding: Departure times and travel durations show real temporal relationships
  • System Thinking: Understanding how complex transportation networks operate
  • Planetary Context: Each station reflects its planet's characteristics

Current Progress

As of this blog post, we've completed:

  • ✅ Basic station layouts for all planets
  • ✅ Departure/arrival board system architecture
  • ✅ Board display UI implementation
  • ✅ Gate system and numbering
  • ✅ Station-ship connection system
  • ✅ Real-time board update system
  • ✅ Earth Station warp pod bay
  • ✅ Basic wayfinding and signage
  • ⏳ Station interior detailing (in progress)
  • ⏳ Planet-specific station theming (in progress)

What's Next

With the station network foundation in place, we're continuing work on:

  • Detailing station interiors with unique planet-specific themes
  • Implementing the full orbital mechanics system for ship travel
  • Creating the navigation computer system on ships
  • Adding external views from station observation decks
  • Refining the ship selection and embarkation flow

Design Insights

Key lessons from building the station network:

  • Familiar Metaphors Work: Using airport/train station concepts helps players understand the system immediately
  • Real-Time Updates Matter: Dynamic boards create a living, active atmosphere
  • Choice Through Information: Clear information on boards enables meaningful player choices
  • Stations as Places: Making stations explorable adds depth to the experience
  • Clear Navigation Essential: Good wayfinding prevents frustration

Conclusion

The space station network transforms our simulation from a simple travel system into a living, breathing space travel ecosystem. Players don't just select destinations from a menu—they experience the logistics, planning, and wonder of interplanetary travel.

Watching players discover the departure boards, compare ship schedules, and make choices about their journeys validates our approach. The stations feel like real places—hubs of activity where the solar system's travel network comes together.

In our next blog post, we'll dive into the orbital mechanics system that powers ship travel between these stations, and how we're making space travel feel authentic while remaining playable.

Stay tuned for more updates, and feel free to share your thoughts on space station design. What would make a space station feel real and engaging to you?


Resources & References:

  • International Space Station: NASA ISS
  • Space Transportation Concepts: Various NASA studies on space travel infrastructure
  • Unreal Engine 5 UI System: UMG Documentation

Disclaimer

The information provided herein is for general informational purposes only and is subject to change without prior notice. While efforts are made to ensure accuracy and timeliness, no guarantees can be made regarding the completeness, reliability, or currency of the content. Please verify all details independently before making any decisions based on this material.

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