Suggestions Desk
Help shape what we build next
Real in-review art from the KES-92 pass: 4 room kinds, 5 tiers each, 20 renders. Vote on whether each reads clearly at a glance, then use the box below to propose ideas or flag other assets worth reviewing.
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Mining Laser
boosterThe extraction module — starts as a strap-on booster pair, escalates through ringed and twin-emitter rigs, and ends at a resonant array by T5.
T1
T2
T3
T4
T5Storage Silos
payload (reskin)Cargo capacity — a plain bay at T1 growing into a stacked silo bank. This kind is a reskin of the payload slot, so its job is to read as "more storage" at a glance.
T1
T2
T3
T4
T5Engine
enginePropulsion — ion, fusion, plasma, array, then antimatter thrusters. The tier ladder here has the widest visual jump of the four.
T1
T2
T3
T4
T5Crew Transport
crew-moduleLiving quarters for crew, gated later than the others (first unlock needs 4 completed missions rather than being available at start).
T1
T2
T3
T4
T5Propose an idea
Got a suggestion, feature idea, or another game we should feature?
Mention a mechanic you'd like to see, a citizen-science project we should cover, or another Star Sailors game/asset set worth reviewing here next.