
Over the last couple of sessions the sector navigation systems and start screen took a big step forward. The start screen now live-previews the generated sector when seeds change, letting the player experiment with Galaxy and Pilgrim seeds before starting a campaign. The preview renders the actual procedural generator through a temporary camera and render texture, so players can see the sector layout, important worlds, and the Pilgrim path before committing. Chapter and Marine seeds remain inactive until the game begins.
On the galaxy map side, the voidship controller was cleaned up and expanded. Manual helm control and Navigator autonav now coexist cleanly, with modes for following the Pilgrim path, returning to Terra, or holding position. Telemetry and targeting now use generated world names instead of prefab instance names, which makes navigation and debugging much clearer. Warp mechanics were also separated from ship movement; the voidship now runs simple navigation physics while the Warp Tarot system drives environmental effects like pressure, navigation stability, warpstorms, and misfire chances.
A remaining issue is the docking system, which occasionally destroys the player voidship during docking. This appears to be related to parenting the ship to the planet object during dock follow. The next step is stabilizing docking—likely switching fully to a snap-to-world method instead of parenting—so the exploration loop of navigating, docking, and interacting with worlds becomes reliable. Overall the core loop of generating a sector, exploring it via voidship, and following the Pilgrim path is beginning to solidify.