Everest Drive
a multiplayer spaceship crew simulator in the browser
Details
- External ID
- 47866997
- Source
- HN
- Company
- —
- Product
- Everest Drive
- Website domain
- everestdrive.io
- Launched
- April 22, 2026
- Cohort
- —
- Upvotes
- 16
- Upvotes percentile
- 0.7197943444730077
- Tags
- —
- Fetched at
- Sept. 7, 2026, 9:26 p.m.
- Updated at
- Sept. 7, 2026, 9:26 p.m.
Description
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
Enrichment
- Theme
- interactive simulations and creative experiments
- Vertical
- Media & entertainment
- Function
- —
- Audience
- B2C
- AI stance
- Not AI
- Project type
- Commercial product
- Normalized one-liner
- multiplayer spaceship game in browser
- Manually corrected
- False
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 — 149 launches clear the similarity bar, closest 8 shown.
Attention rank: #61 of 150 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).
Launched 166 days after the earliest competitor.
- A self-running space economy SIM in Rust and Bevy · hn · 2026-07-21 · 110 upvotes · similarity 0.59
- I made a tactical map-based WWII submarine simulator (public beta) · hn · 2026-05-18 · 125 upvotes · similarity 0.57
- SimDrive · hn · 2026-04-29 · 21 upvotes · similarity 0.57
- SpaceMolt · hn · 2026-02-06 · 11 upvotes · similarity 0.54
- Silent Shark · hn · 2026-08-12 · 79 upvotes · similarity 0.50
- farseer.space · hn · 2026-09-15 · 11 upvotes · similarity 0.48
- Moon simulator game, ray-casting · hn · 2026-04-06 · 114 upvotes · similarity 0.46
- Replicant Space · hn · 2026-07-29 · 11 upvotes · similarity 0.46
Other launches for this product
- No other launches for this product.