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Everest Drive

a multiplayer spaceship crew simulator in the browser

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Hi HN! I'm working on an open-world multiplayer space sim with submarine-warfare-inspired combat. Crew a ship, haul cargo, run heists, hunt your foes with passive and active sensors. Browser-based, free, no install.Some of its features: - Submarine-style passive sensors. Contacts start as a bearing line (direction, no distance), resolve into an uncertainty circle, then into a full track. You triangulate over time by moving. - Silent running. Cut your emissions and witnesses can't ID you. - Newtonian flight. No drag, no auto-brake. Flip 180° and burn to stop. - Boarding combat. Dock with another ship and fight through it room by room. Architecture: - The server is a single Rust module compiled to WASM, running inside SpacetimeDB. - Clients subscribe to rows in the schema and get live deltas over websocket; writes go through reducers (transactional Rust functions). No REST, no custom netcode, no client-side authority. - Client is Svelte 5 + plain HTML5 canvas 2D. No game engine, no WebGL. https://imgur.com/a/V8cHrddVery early, plenty of rough edges. Would love to hear what breaks for you:https://everestdrive.io

HN · launched Apr 22, 2026 · 16 upvotes (top 28%) · 0 views

Niche: multiplayer browser games · 159 launches, 10 in the last 7 days ▼ -29% · Explore this niche →

Category and tags

  • Media & entertainment
  • B2C
  • Not AI
  • Commercial product

Visit website ↗ Source listing ↗

Could you build this?

No An open-world multiplayer spaceship simulator requires complex real-time networked game physics, spatial indexing, server reconciliation, and game-engine development that exceeds LLM vibe coding capabilities.

What it would actually take: A production version requires an authoritative server architecture (using WebSockets or WebTransport via Go/Rust or Node.js), client-side prediction with lag compensation, and spatial partitioning for multiplayer state synchronization. The client needs a WebGL/WebGPU rendering pipeline (Three.js or Babylon.js) coupled with custom Newtonian physics calculation and sensor triangulation math. The primary bottlenecks are multiplayer netcode stability, state serialization at 30-60Hz, and game design balancing.

Discussion

4 comments analyzed.

Concerns raised: Not playable on mobile devices, Help dialogs obstruct interface, Insufficient content for casual players

Feature requests: Mobile optimization/responsiveness, Ability to close chat panel for better visibility

Competitors

Other products that read as similar to this one : 324 launches clear the similarity bar, closest 8 shown.

Attention rank: #108 of 325 (itself plus its competitors, highest first, normalized so YC and Product Hunt are compared fairly).

Launched 166 days after the earliest competitor.

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