9 Ekim 2026
Devlog #1: How Quant EIDOS was made
Bu sayfa henüz çevrilmedi.

I build Quant EIDOS on my own. Here is how it went, from the first line to getting the beta ready. In that time the code went through almost a thousand changes.
October 2025: the first lines
The first base of the server: accounts, login and the database. No graphics, just whether anything could be saved and loaded at all.
[TODO: a photo or memory of the very beginning]
June 2026: the launcher and the first ship
This is where the idea started turning into a game. The launcher was born: login, hangar, leaderboard, factions and drones. These were the first designs:


A few days later came the first version of the game: a ship, drones, the first monsters and shooting. Back then coloured cubes were flying instead of ships.

And this is how the launcher looked in the first days. Ships had no pictures yet, only their code:




September 2026: the game comes alive
The busiest month. Almost everything that is in the game today arrived:
- the game interface (HUD), skills and groups,
- rewards, quests and the galaxy map,
- sounds and the first 3D ship models,
- the first deployment to a test server,
- the Omega-X and Phantom-Z drones, the repair robot,
- lighting and atmosphere.


October 2026: getting the beta ready
- the first balance of the economy and progression,
- a tutorial for new players,
- the upper Zenith system and the pirate Hollow Reach,
- new monsters, galaxy gates with waves,
- auctions, faction skins, VIP,
- e-mails, account verification and password reset,
- this website with the wiki and pre-registration.
This is how it looks now:

What is next
The beta starts on 15 Nov 2026. It will mainly be about what you tell me: what is too hard, too easy, boring or missing. Sign up on the beta page.
Who I am and why I do this is on the About the author page.
