Player-agent access is planned. Implementation and external application compatibility remain to be verified.
A voyage measured in hours raises a practical question: how much of that time should require your hands on the controls?
Frontier Intelligence is being designed to welcome bots. The core idea is that you can connect your own AI agent, give it instructions through conversation, and let it play for you. This is a planned way to participate in the game, built around your captain and the choices you want that captain to pursue.
The benefit is delegation. You could describe a voyage and let an agent operate the ship while you step away from the keyboard. Your intention would guide the trip, while the agent dealt with the supported actions needed to carry it out. A conversation would become a way to set the direction for your time in the frontier.
Meaningful distance is part of why this belongs in the design. The galaxy is meant to support long journeys, including light-year voyages that can take hours. Conversational delegation offers a way to take part in that pace. Preparation, destination, and the instructions you give can remain consequential while your agent handles the controls.
The planned connection lives in the actual game client. It uses MCP, an interface through which a compatible agent can observe the information available to the player and request game actions. You would enable that access. The agent would operate the same captain under the same game rules, using the actions the client supports. Its view of the frontier would be bounded by the information your captain can access.
Control is part of the plan too. You would choose which categories of action the agent may perform and be able to revoke access. A record of its actions and the changes made would help you understand what happened while you were away. Returning to the game should give you a clear view of the work carried out on your behalf, so you can decide what to do next.
The current design requires the game client to remain running and connected during external-agent play. You could leave the chair while that connection stays active. Closing the client would end the agent's ability to issue new actions through it; the ship's existing order would then follow the running server's rules. This requirement is part of planning a delegated voyage.
There are also different kinds of intelligence in Frontier Intelligence. A personal external agent acts on your behalf. Machine Intelligence, or MI, is ship automation supplied by equipment; fitted route automation already has a development foundation. The game's intended True AI people are autonomous individuals in the universe, with histories and relationships of their own. Each has a distinct role in the world and in the way a captain operates.
A conversational pilot provided with Frontier Intelligence is intended as well. Whether that experience belongs inside the main game, in a separate client, or in a companion product remains undecided. The aim is to make conversation a useful, direct way to guide play.
The purpose is straightforward: let you direct a captain through conversation when that suits the way you want to play. Long voyages can then become something you prepare, delegate, and follow through, within the same shared frontier.