THE SPACE ECONOMY MMO
In Prosperous Universe, you are the CEO of your own spacefaring company. Explore the galaxy, design spaceships, forge alliances, and most importantly: produce, trade, transport, and profit.Manage your business through a highly customizable user interface named APEX.

Real Economics. Real Ramifications
Contribute to a purely player-driven MMO economy in a persistent universe allowing for unique experiences, a multitude of play styles, and no grind to speak of. With its emphasis on realism in everything from the economy to space travel, Prosperous Universe provides a unique experience to players of all backgrounds.
COLONIZATION
From civilization building to workforce behavior, reality has guided the design for this space MMO.
There are a wealth of factors to consider when deciding where to build your first base such as: atmosphere, minerals, temperature, pressure, access to water, and terrain. Understanding and exploiting complex systems are key to surviving in the vastness of the universe. Will you set up shop near the local commodity exchange or venture out to remote parts of the universe for more resources? The choice is yours.
PRODUCTION
No grind required: The success of your simulated business is not limited by the amount of time you input.
Set your own goals and forge your own destiny in the deepest reaches of space. Every resource and commodity can and must be produced by a real player. Choose your profession wisely. Certain materials are easy to produce but won’t make you rich, while others are scarce but require careful planning. Stumble upon a goldmine-like supply chain and watch your profits skyrocket.
TRADING
Every price is determined by supply and demand in a real-time market exchange that operates 24 hours a day, 365 days a year.
This online space simulator provides an economy in which all players compete and cooperate with one another. Trade or bid on commodities, in-game currencies, and information with a vivid operational interface hub. Bringing wealth to your base will increase your workforce population, and over time your space colony will transform into economic force to be reckoned with.
SHIPPING
Transport cargo, design spaceships, or explore remote planets as you so desire.
Spaceships provide players with a multitude of strategies. Will you establish multiple bases across the galaxy, ferrying materials to and from each location? Or maybe you would rather fulfil shipment contracts where you deliver resources to other players, for a price of course. Keep an eye on your fuel gauge, you don’t want to be caught on the intergalactic highway on empty.
POLITICS
Become the Governor of your planet and rule with an iron fist or a benevolent heart.
Many planets are home to several political factions. These factions have their own interests and political agendas that may run in opposition to your personal or collective goals. Choose to join them or work against them. With enough leverage, you’re sure to be able to convince even the most powerful of politicians.
Changes
Mission planning
To lay the technical foundation for the upcoming gateway release, we reworked the mission planning system. The changes are mostly technical, so ideally you should not notice any changes during mission planning and flight execution. If so, please let us know.
While being at it, we also fixed a long standing bug where it was possible to click the same spot on the fuel usage selector to get different outcomes in the flight plan.
Balancing
In order to account for inflation we increased the starting capital for new companies as well as the faction and introductory contract rewards.
[table equalcells="1" colwidth=",,"]Profile
[/th][th]new
[/th][th]old
[/th]Victualler
80000
40000
Carbon Farmer
80000
40000
Metallurgist
90000
45000
Manufacturer
100000
50000
Constructor
80000
40000
Fuel Engineer
70000
35000
System Information
The SYSI command now features two additional columns: fertility and environment. This greatly improves finding interesting planets.
Miscellaneous Changes
Increased the maximum deadline for multi-item contracts to 99 days
[/*]The deadline to extend failing contracts has been extended to 72h
[/*]Ships in the FLT command are now sorted by name first and then registration, allowing to change their order by adjusting the names accordingly
[/*]Increased the data retention for commodity exchange brokers to one year and added a new 1y period to the charts. Note: We dont have historical data, so the graphs will initially not go back that far.
[/*]Government contexts are sorted by admincenter location
[/*]Shipment inventory items now show where theyre supposed to be shipped:
[/*]
The recipe selection marks missing materials to make it easier to find possible recipes:
[/*]
Fixes
Fixed a bug where a buy condition in a contract draft could not update its commodity without also editing the amount field.
[/*]Preventing long form labels from breaking the form layout by wrapping the words in a new line
[/*]Fixed a bug where notifications about a company joining or leaving a corporation would get lost
[/*]
Minimum Setup
- OS: Any recent OS version
- Processor: 2.4 GHz dual-coreMemory: 1 GB RAM
- Memory: 1 GB RAM
Recommended Setup
- OS: Any recent OS version
- Processor: 2.6 GHz quad-coreMemory: 2 GB RAM
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