This is such a REVOLUTIONARY update that I'm going to, for this one time, go into a quick analysis of its potentials because I need to convey to you just how CRITICAL this build will be to the game. What you're looking at is 1,591,380 blocks, each separated into 540 individual large ship entities of 2,947 blocks each. That's 1,035,184,320 kilograms. Over a billion kilograms. Think about how god damn big that is for a moment. Furthermore, this isn't just some borg cube with six sides to render. As you're already well aware, every single one of these ships has a highly intricate interior and exterior, all of which need to be rendered. Additionally, all of these ships are packed close together, confirming that they're a good chunk of them are being rendered simultaneously in high detail and that they're all, at the minimum, being rendered as basic models. This build is currently using around 6.4GB, but the lead developer has already confirmed that memory usage higher than that is on its way. A few conclusions I've made: Concerns about multiplayer's feasibility are practically voided with this test. I'm expecting the developers to use individual sectors/quadrants to minimize performance concerns to a defined area around the player (and for gameplay, but who knows), but the fact that the 64-bit build can run this well on its first test shows just how far this game is going to go. Builds bigger than anyone could have ever imagined are now possible. Want to recreate The Citadel? The Death Star? No problem, kiddo. All you need is time, patience, dedication and skill. Large fleets with multiple capital ships are also possible. I've currently got a little surprise on my end cooking up for people at the SE Forums that'll benefit from this aspect. Inevitably, I'm also expecting that the type of complexity associated with maintaining and running a ship will also rise. The possibility for higher level physics just opened up. The game will most likely never support in-game relativistic or near-relativistic speeds, but I'm still rooting for thermodynamics, statics and fluid dynamics. Adding gravity to objects beyond players seems inevitable (and feasible as well), but I fear that this update will be the hardest and most controversial one to develop. If you take a moment to think about how the dynamics between two large masses with heavy gravity will affect each other, and then replace "large masses" with "ships filled with 1000 gravity generators", and then throw in tens of asteroids moving in orbits, you might see what I mean. Planets will most likely never be possible, but large planetoids (like Ceres, for example) might end up being feasible. The developers seem to be highly interested in this idea, seeing as they created a stickied thread specifically for hearing discussion about it.