The current build is a strong foundation — a DAO-inspired observatory, a large telescope you can operate in VR, and a way to move between ground view and a pulled-back cosmic perspective of where those targets live. The next phase is about turning that foundation into a complete learning platform.
Curated paths that take users from their very first session to more advanced observing — structured, context-rich, and linked to the real sky.
A beginner track for users who have never used a telescope. Step-by-step introduction to the observatory, the telescope, and the night sky.
Key constellations and objects visible at different times of year. Spring, summer, autumn, and winter editions — each tied to what's actually up that night.
Focused sessions on the Moon, Jupiter, Saturn, and the brighter planets — with context about what you're seeing and why it looks the way it does.
Introductory Messier marathons and deep sky object tours. Designed for users ready to move past the solar system and into the real universe.
Each track won't just show what to look at — it'll show where it sits in the sky from the ground, where it lives in the Milky Way or beyond, and how it relates to the instruments and techniques being used.
The current build shows what careful research and solo development can achieve. Reaching production-ready quality means scaling content creation and tightening the art direction across the entire experience.
Higher-fidelity models and textures for the observatory, telescope, and surrounding site. Better lighting, atmosphere, and subtle animation.
A more cohesive visual language across menus, labels, and in-world prompts. Micro-animations and feedback cues that make complex interactions feel intuitive.
A recent collaboration on cover art showed how much faster things come together with that role properly resourced. Future work would support ongoing art direction and 3D artist contracts.
One of the most powerful parts of the real DAO experience is its social aspect — being guided by someone who knows the sky and can answer questions in real time. This brings that to VR.
Lightweight avatars and voice chat for conversation and Q&A. Simple gestures or tools for the host to point and annotate in real time.
For schools, planetariums, and observatories, NightSim should be a reusable tool — not just a one-off experience. This phase adds the structure educators need to build it into their programs.
Choose a theme — "Intro to Galaxies," "The Moon Tonight," "Seasonal Highlights." Set duration, difficulty, and key learning outcomes before the session starts.
Basic metrics: which targets were visited, how long users spent on each segment, which modules were completed. Simple enough for a classroom, useful enough to act on.
Materials and templates that help educators tie VR sessions to their existing curriculum or public outreach talks.
Design and documentation built for real educators and outreach staff — tested with actual schools and science centres, not just assumed to work.
A core goal is making NightSim usable for as many people as possible — not just those already comfortable in VR. This phase is about removing barriers, not just adding features.
NightSim is an independent project. If any of this resonates — the vision, the work so far, or where it’s headed — a coffee goes a long way toward keeping the dome open.