01 · Scale
Universe Builder
The intended scale is a universe builder: solar systems you can cross, supply lanes that stand in for geography, and catastrophes that delete a sky. The design notes take that living-cosmos sweep from Universe Simulator 2. Heavenly Baddies is not Universe Builder and not Universe Simulator 2. The influence is the size of the map and the fact that a sun can die.
02 · Hulls
StarDrive
Starships are customizable in the vein of StarDrive: power grids, weapon arcs, and armor placed on a hull you can actually argue with. Ship classes are supposed to offer different bonuses, not a palette swap. This is not StarDrive, and it is not a sequel, a mod, or an official follow-on.
03 · Ground
Ultimate Epic Battle Simulator
Ground combat aims at the scale of Ultimate Epic Battle Simulator: armies large enough to read as a mass, a tug-of-war for cities and terrain, garrisons fed by whatever the fleet overhead can actually land. Orbit is a weapon and a logistics problem. This is not that simulator, and the battles are still design, not a shipped mode.
04 · Space
Homeworld
Strategic space battles are meant to feel like Homeworld inside a solar system: formations, approach lanes, capital ships that take time to turn, fighter screens, and a sky with terrain. The fight is the system, not an abstract duel on a galaxy map. Homeworld is a design influence, not the engine and not a license.
05 · Opposition
Adaptive AI
The opposing mind is meant to retrain from the player’s own progression while the campaign is live. Not a hidden resource cheat, and not a single script that repeats. If you fight tall, raid convoys, or obsess over one class of hull, the campaign should notice and answer in kind. Personalities can sit on top of that — a commander who prefers a knife fight, a fleet that surrenders, a rival with bad manners — but the core is adaptation to you.
06 · Events
Left 4 Dead
Story events come from a director in the style of Left 4 Dead’s AI director: pressure, relief, and set pieces chosen against how the campaign is actually going. Involvement and the rate of dynamic events are scales the player can set, not a fixed sermon. Narrative beats, news, and quests can intensify as the war does. Left 4 Dead is the influence for that pacing brain. It is not the setting, and this is not a zombie game wearing a fleet.