Hey friends. Thorium's developer here. Happy to answer any questions or give more insights.
Thorium Classic has been in development since 2016 and is primarily intended to be used in brick-and-mortar space centers out in Utah, like the Space Place[1] and CMSC[2]. As such, there isn't a lot of content and documentation to get newcomers up-and-running with it.
Thorium Nova is currently under development and is intended to be used by a broader audience. It will include much more content, pre-built missions, and more integrated tutorials.
The project is open-source, so anyone is welcome to contribute[3] and follow along with the progress of each alpha.
This looks like a lot of fun, I've played some Artemis but not explored the other offerings in the space.
One thing that's always struck me as weirdly difficult with the spaceship-bridge genre, but wholeheartedly embraced by generic flight-sims, is custom control surfaces! Everyone wants pedals and knobs and sliders and a big red button in the middle of the console. Kerbal players are notorious for hooking up the most bizarre junk they can find as in-game controls, and the game is richer for it. I saw mention of DMX lighting, but nothing about mapping random HID controls...
Another thing we did playing Artemis, was put the "engineering" station in another room, with walkie-talkies so you had to actually "call down to engineering" to ask them to do things. That should be Teamspeak or something now, I suppose, but having the various parts of the ship in physically separate places (perhaps across the internet?) really adds something, IMHO.
I've actually got WebGamepad support built into the pilot station. Start up the game, start a flight, and load up the pilot station. Then plug in your gamepad, wiggle it so the browser recognizes it, and a config icon will appear in the bottom right. From there you should be able to configure every control on that screen to work with the buttons and sticks on your gamepad.
DMX and other show-control features will come much later, after the main gameplay features are completed. But they're my favorite part, so I'll definitely get to them eventually.
EmptyEpsilon has support for a bunch of DMX flavors as well as Hue lights and custom control surfaces, as well as an optional exposable API that can run Lua scripts on game state.
Odysseus LARP paired that functionality with a bunch of RPi Zero W-powered hardware puzzles to represent ship systems,[1] so Engineers had to physically tinker with things in order to get systems back up and running after they broke. That included things like going through crawlspaces and ladders to access certain components, digging through a printed manual when computer systems were "down".
One time we played Artemis in the two mission control rooms at SpaceX. It was nice having professional headsets. My team was winning, until someone on the other team used the IT system to shut down our computers!
>playing Artemis, was put the "engineering" station in another room, with walkie-talkies so you had to actually "call down to engineering" to ask them to do things
I love this idea for realism (and, tbh, to minimise the 'talking-over-each-other' factor... but for me I'd prefer to be in the same room as my friends. I want to see the smiles and hear the laughter. Without that, engineering would just feel like a job well done.
The engineers need to be near the warp core and other engineering stuff, not on the bridge. How are they supposed to crawl through Jeffries tubes if they're hanging out with the captain?
While I haven't played any bridge simulator, I am personally a huge fan of collaborative experiences that tech can enable. There are some many interesting things that can be done when you augment a human's storytelling capability with an environment that can change with their story, offering a way for the audience to interact in a meaningful way with each other and the story itself.
This seems like a wonderful project with a lot of love. Keep going :)
Going to the Christa McAuliffe Space Center is hands-down the best field trip I went on in elementary/middle school. We even went back as high schoolers. This project seems incredible!
psst. If you're still living in the area, they do group missions for adults too. If you've got the time and willing friends, definitely opt for a 5-hour mission. It'll be just as much fun as you remember.
Back in my day, we used to do 17-hour overnight missions, where the crew would have to sleep in ships, since the simulation would continue through the night.
We once did an away mission where the crew was stranded on a remote planet and running out of water. We split the crew, where one half we going to find a viable water source and the other needed to track down a local scientist who had the parts we needed to repair the ship.
After dressing them up in our weirdest costumes, we trekked them outside. The water group were sent to a local convenience store with a couple of dollar bills and told to "act natural" as they picked up some bottled water. I was happy to find that they absolutely did not act normal.
The other group went to a local staff member's house, which had been decorated to look like the scientists laboratory.
Needless to say, the whole experience was quite memorable, and highlights how the computer controls are only part of what makes the simulation fun.
Very much up in the air at the moment, but it will likely be what you typically find in bridge simulators. For tactical, a beam weapon, a projectile weapon, some kind of point-defense, shields, and a targeting scheme for all of them.
If you want to help guide what's included and how they fit together, I'm happy to entertain proposals in the Github discussions or Discord.
I should add that Thorium Nova will include a lot more inter-ship controls. Things like security officers, system maintenance, medical teams, cargo transfer, power grid distribution - that kind of thing. Adding all of that will effectively double the max-crew size of the typical 6 you see in other bridge sims.
I'm hoping for it! The engine supports multiple player ships, so if one of those player ships happened to spawn from another player ship, and if that ship happened to be smaller and have a single player station, the engine doesn't really care.
This is why I hesitate to attempt any fundraising. Stretch goals and donor rewards scare me.
Fortunately, the scope of this is significantly less than Star Citizen, since all of the first-person content of the game is supposed to happen in real-life, LARP-style.
It might be easy enough to do this sort of thing on the user side anyway, in Artemis Spaceship at least you can of course just use multiple stations if you want. So you just need a ship without too much going on, I think.
HAH! I did exactly this with my daughters when they were like 8 or 9. Except I just printed out maps on a piece of paper and we used everyday items for the spaceship. I had a golfclub I used to steer the ship, we had walkie talkies that were scanners too when we explored planets, and I think one of them used a collander as a radar. We cozied up in one of their twin beds with the blankets surrounding us. I basically DM'd the entire thing and they loved it. Weekend mornings while their mom slept in, they'd say "Daddy, can we play space ship?" and then they'd go around the house grabbing things to use as controls for it. Such great memories!
Edit: forgot to mention, I would have loved to have Thorium when we were playing. But then again, I loved their imagination.
When my daughter was ~3, we would use her pop-up fire engine tent as our spaceship, then hop out onto a planet after landing and pick some random stuffed animals to represent aliens. "pickle planet puppy" was a favorite recurring character. lots of earthquakes and volcanoes to create urgency to get back to the ship. Little kids' imaginations are powerful!
Thorium is great; it's closer to a virtual tabletop for starship RPGs than a standalone game, built around creating interactive narratives. That sets it apart from the more straightforward game-style bridge sims, like Artemis[1] and EmptyEpsilon[2], which have scriptable scenarios with narrative elements but have more fundamentally game-focused mechanics.
All of these get used in a lot of fun ways for live events beyond their design, too. Thorium's "family tree" comes from interactive events at planetariums, and EmptyEpsilon, being open-source with an HTTP API and game-master screen for directly manipulating live game state and pretending to be ships, became a popular front-end for European LARPs.[3]
I did one of these at THAT Conference a few years back with a few friends. In our case, we had the main display and then each person had their own console with their area - weapons, nav, engineering, and science - and the captain had to call out commands and make the whole thing work.
We walked in thinking it would be fun but almost silly.. and walked out drained because it was intense. You don't have time to do anything than monitor your own display and make sure you're ready for a variety of things that could happen next.
Obviously, there were zero stakes (other than embarrassing yourself) but had a new perspective on what naval battle may be like.
If you have the chance to do it - especially in person with the big displays - do it.
The one takeaway I’ve gotten from bridge simulators VS normal video games is how hard it is to coordinate people doing different tasks and looking at different interfaces. Even in a game like PUBG that requires quite a bit of communication, you’ve all got the same type of view from different angles. Having a totally different view makes communication much harder.
I can’t imagine how they run a bridge in real life — although as professionals they must have a ton of skills and training at it.
It's possible to go much further.[1] This is the "USS Trayer", at the U.S. Navy's Great Lakes Naval Training Center. All U.S. Navy recruits go through an all-night test onboard. It looks like a real ship at night, outside and inside. It's even in water, moored alongside a pier. The ship can be navigated, go into combat, and take damage, including flooding and fires. It's deliberately very stressful.
All this is indoors and inland. It's in a water tank. It's a big simulator for an entire crew, a hundred or so at once.
The U.S. Navy does have bridge training simulators, but not enough of them. That's come out after some ship accidents due to bad coordination and ship-driving on the bridge.
The US Army does similar training. There are some dumb "video game" type simulators of vehicles, etc that aren't worth much (VBS 3). However, every Headquarters from Battalion on up to Division or Corps periodically gets out their tents and computer systems to do various Command Post Exercises (CPX). It feels a bit like being on the bridge of a ship when reacting to events and issuing orders and watching units executing those orders on the (computerized and analog) map.
Anyway, probably the Navy and these space simulators are a lot more fun though.
Oh yeah — I got to tour a bridge simulator while interviewing at some defense contractor (didn’t get hired, though, maybe they could tell I’d want to load a spaceship bridge simulator up on the thing).
It is kind of funny, I actually got a “seasick” feeling on it. The simulated “deck” didn’t move, but the image through the “windows” did, I think having grown up near the coast I’d been on enough boats that my brain expected the floor to start moving to keep up with the horizon.
I’ve limited social media like hackernews to just my iPhone (at least picking up the phone is a conscious decision to take a break, having the social media in my browser is a big distraction). The phone just translates hyphen hyphen to em-dash.
I have absolutely no experience with ships beyond small sailboats, but watching the video gave me a very strong ‘that’s not a ship’ feeling, and it all comes down to it being a rock solid environment.
Just adding that multicrew/multiseat can be found in games here and there, mostly with spaceships and tanks.
aside:
[bridge simulator] is another one of those unsearchable terms -- the other type of game dominates. Though atm [bridge sim] is relatively relevant in Google, but not Bing.
Amusingly, Yandex returns a balanced mix of the two domains for both queries.
Ah… I've been on that space ship simulator. (Voyager) I sat in that elevated nook—the engineer's position, naturally. So much fun. Going to the space center was the most coveted birthday party experience.
I was mildly disappointed to learn that the whole thing was not an iron-clad simulator (i.e. everything I did as engineer was just busy work—ship systems could still function if the GM decided they would) but once I got into D&D later as an adult, I appreciated the setup much much more.
That ship is still the gold-standard of simulator design. The two decks, the many levels on the bridge itself, the nooks and crannies, the two viewscreens, the separate brig and sickbay - ah, it takes me back.
The goal for Thorium Nova is to create that iron-clad simulator that you're looking for, where every crew member's job has a real impact on the overall simulation. Right now I'm working on the power grid simulation, which will have huge effects on the rest of the ship. The quartermaster will have to keep fuel and coolant stocked in the reactor room, the engineer will have to monitor the reactor's usage and heat to make sure there's enough capacity for an emergency, and someone else will be in charge of answering the captain's call to "reroute all power to the engines!"
Building these simulations is an interesting balance of realism and gameplay enjoyment. Hopefully I get each of those right.
It'll definitely be important to allow that to be overridden (either by just flagging a station "does the right thing" or by building some AIs to fill in) so the game is usable with fewer than the required number of players. But that can come later (last I checked, most bridge simulators don't have that so plenty of time to get around to it).
Regarding engines: A random tidbit I picked up about nuclear submarines is that the reactors actually require quite a bit of manual tuning and observation. This was intentional: especially back in the day of the first nuclear subs, automation hardware would have been bulky and (spacewise) expensive, and the alternative was to leave the systems manually-tuned and train sailors to do the job. From a safety perspective, one of course chooses automation... But war has a different safety perspective, and the great thing about a sailor is that when they aren't busy running the reactor they can do something else. They can also react to a captain's needs and get creative in a way that an automated system can't (a major concern for the design was that a captain could be hamstrung in a sea battle trying to get the sub to do something that the safety interlocks disallowed).
That aspect of real vessels, that it's possible to "redline" them and run them in a configuration that is temporarily viable but risks damage or makes them more vulnerable in some other way, is an interesting piece to play with in a game environment as a risk players can choose to take.
Yeah, the intention is the station count is adaptive. You choose the number of players and the ship you'll play with, and it automatically generates an appropriate station configuration.
So if you have fewer players, you can play on a smaller ship that doesn't have any non-player crew members. Or, conversely, a large group will have additional stations to spread the work out a little bit.
Hopefully everything feels meaningful and impactful at every crew and ship size and nothing feels like busywork.
That is so cool. Also makes the shenanigans Scotty pulls a lot more… er… realistic? Like, it’s cool that engineers have some wiggle room like what’s depicted.
"Bridge Simulators, like Thorium Nova, are cooperative live-action role-playing games set in space. Players act out the roles of a spaceship bridge crew, such as communications officer, navigator, or captain. They work together to complete a set of mission objectives.
Thorium Nova adds a flight director, who sits behind the scenes to act as a game master, controlling what happens inside the simulation, acting out the roles of aliens the crew encounters, and guiding the crew through the storyline.
Many bridge simulators, like Artemis or Empty Epsilon, focus only on arcade action. Thorium Nova attempts to bridge the gap by offering rich stories in a dynamic environment, while staying simple enough for anyone to enjoy among friends in their living room."
I haven't played Thorium, but bridge sims are a lot of fun. Especially when playing with colleagues or other engineers. I've found non-tech people can get frustrated and bored with them, but my 70yo non-techie mother is in love with the engineering station of Artemis. It is a lot of work to play the Captain role, and in any event the game is tiring after about an hour.
What's really fun is having everyone in the room engaged with a central game (played on the big TV in the room) on their own phones/computers. Usually group games aren't cooperative or interactive to the entire group at once. Jackbox has a few coop BYOD party games, but I really wish this product-space had more options.
There's also the case of venues having realistic bridge-sims that are kinda like an escape room (in setting/biz model). Show up to the set and cooperate to solve the task. This seems to be the use-case for Thorium classic (the predecessor to TFA). I've seen these at flight museums. They're a load of fun, but probably rather expensive to setup and run (and still tiring).
Spaceteam is kind of a "Jackbox bridge simulator" if you haven't tried it. It's definitely silly and not serious, and in my experience can be enjoyed by a pretty wide audience. https://spaceteam.ca/
Maaan! Bridge sims like Star Trek, Artemis, and Empty Epsilon have been some of the most fun I've ever had playing games with my friends in my entire life. Mind you, we play it as a drinking game with plenty of space shanty singing and other LARP parodies. As a genre, it has my highest recommendation above all others, but it's hard to get it together.
True story: When I was coming up with the name I found a HN article about Thorium reactors, thought it was cool, and it conveniently fit into the naming scheme for other simulator controls I've worked on.
It's a networked video game. If you're in the living room, folks are expected to bring their own computer. Each computer maps to a station on the bridge of a spaceship, like navigator or tactical.
The hope is that the game can be hosted over the internet through port-forwarding or on a VPC. That "part of a larger event" is actually in reference to running the game over a LAN at a convention.
The USS Voyager is a physical bridge simulator in Utah, USA that uses the Thorium Classic software, the precursor to Thorium Nova.
I still don't understand how the game is driven itself, maybe this is more for people who are already familiar with bridge Sims?
Do you purchase campaign models and then have a virtual dungeon Master interact with all the players to present scenarios in more of a DND style?
Or is this kind of stuff automated and there are levels that are connected to the bridge sim?
EDIT: never mind I read the article itself, I don't know how early in development this is but some kind of demonstration would go a long way towards promoting this project even if the demonstration is bare-bones and impromptu.
My first thought was - this reminds me of the space center I went to when I was a kid! It was in pleasant grove utah and built on mac classics with hypercard for the software! Then I scroll down "Alex started working on starship bridge simulators when he worked at the McAuliffe Space Education Center in Pleasant Grove, Utah". Small world!
I used to have a pretty sweet Artemis setup. Projector main screen, a central dedicated server and a few tablets. That was really fun. You could get anyone of any age to play. I should set that up again. And I guess make some friends.
The game is under active development, and I'm trying to keep an open governance model, where anyone can contribute ideas and shape the direction of development. If you want, feel free to pop into the Github discussions to propose how to build these kinds of mechanics into the game!
Sure, but I won't self host something, and basically contribute as a tester, without knowing what it will look like. This is due to how I value my time.
Self-host might not be the right way to think about it. It's more of a video game with a built-in web server, like Age of Empires where one player hosts the game for everyone else.
The only difference is all the other players only need a web browser to connect. But you can play the game from a single computer if you want.
It's built with Node.js and Electron on the backend, a bespoke JSON-based database, a React frontend built with Vite, three.js and React Three Fiber for the 3D views, and an adapted network layer based on tRPC that supports live queries over WebSockets, so data updates are automatically propagated to all subscribed clients.
My biggest regret is the database. During gameplay, the database needs to be in memory so the game loop has as little latency as possible, so the database is just for persistence when the app closes. I really should use something built for this purpose, like sqlite. But the database engine I'm using is designed to be transparent and convenient. It uses a JavaScript proxy to track any time a data mutation is made to the in-memory database, and dumps that to the JSON file on a throttle.
Thorium Classic has been in development since 2016 and is primarily intended to be used in brick-and-mortar space centers out in Utah, like the Space Place[1] and CMSC[2]. As such, there isn't a lot of content and documentation to get newcomers up-and-running with it.
Thorium Nova is currently under development and is intended to be used by a broader audience. It will include much more content, pre-built missions, and more integrated tutorials.
The project is open-source, so anyone is welcome to contribute[3] and follow along with the progress of each alpha.
1: https://www.thespaceplace.org
2: https://spacecenter.alpineschools.org
3: https://thoriumsim.com/blog/contributing-to-thorium-nova