Neural Spaceship Sandbox

Huge fleets of neural-network piloted, fully destructible crafts battle it out.

A 3D voxel battle simulator where every block is functional and destructible. Build whatever you can imagine, hand it to a neural network, and watch your fleet take the field.

From a single hull to the whole galaxy.

01 Design

Build a custom hull, voxel by voxel.

Start with nothing and shape a craft block by block in the voxel editor — anything from a compact fighter to a sprawling capital ship.

There's no decorative geometry: every voxel you place is real structure that carries mass, occupies space, and can later be shot away.

STEP 01 · EDITORGIF
Gif to come hull.gif
Bolting modules onto a craft
02 Outfit & scale

Bolt on weapons and modules. Scale up to thousands of meters.

Add cannons, shields, thrusters, generators and more. Each module is a real block that provides its own stats — and each one can be destroyed in combat, taking its contribution with it.

The same design scales freely: stretch a fighter into a flagship thousands of meters long, and the simulation handles it without breaking stride.

STEP 02 · MODULESGIF
Gif to come modules.gif
Bolting modules onto a craft
03 Train the pilot

Teach each craft to fly itself.

Every craft carries its own neural network for flight, evasion and weapon timing. Train it through generations until it learns to handle your hull and its loadout.

A heavier, scaled-up ship flies nothing like a nimble fighter — so each one learns the controls that fit its own body.

STEP 03 · PILOT NNGIF
Gif to come pilot.gif
Bolting modules onto a craft
04 Train the commander

Train a commander to lead the fleet.

Above the individual pilots sits a commander network. Train it to pick targets, assign formations and re-task the fleet as the battle shifts around it.

Two layers of trained intelligence — pilot and commander — turn a pile of hulls into a coordinated force.

STEP 04 · COMMANDER NNGIF
Gif to come commander.gif
Bolting modules onto a craft
05 Battle

Send them into battle — every craft fully destructible.

There is no health bar. A craft isn't whittled down by abstract "HP" — it's defeated only when its crew spaces are breached. Fire punches through specific voxels, ripping out the modules behind them.

Lose a turret and the pilot fights on with what's left; lose a generator and the lights go out. Because every module provides real stats, destroying one genuinely changes how a craft performs.

STEP 05 · COMBATGIF
Gif to come battle.gif
Bolting modules onto a craft
06 Conquer

Win battle after battle and conquer the galaxy.

String victories together to push out across a whole galaxy, taking system after system with the fleet you designed and trained.

STEP 06 · GALAXYGIF
Gif to come conquer.gif
07 Beyond

Then push on to further galaxies.

One galaxy is only the beginning. Carry your fleet onward and take the fight to galaxies beyond.

STEP 07 · BEYONDGIF
Gif to come galaxies.gif

The simulator at work. Smooth performance even with hundreds of complex crafts.

FOOTAGE · BUILD 0.4 ◉ REC
00:00:00 / --:--:-- PLAYBACK READY

One engine, every scale.

A few reference designs, shown at true relative size. There's no maximum hull length — keep building and the simulation keeps up, from a single fighter to a flagship and well beyond.

Scale comparison scale.mp4 — render in Tools → Scale Compare
400+ crafts per battle No cap on hull length One engine, every size