Walking Inside a Moving Ship in Multiplayer: How Ship Interiors Work and What to Ask
Walking through a ship is easy when it is parked. Walking through it while it turns, in a world shared with other players, is a different problem. The three approaches, the hard cases, seven questions to ask, and where COLONIZED stands.

In short
- Walking inside a moving ship means the player lives in the ship's own frame of reference, while the ship moves in the world's; the networking has to agree on both.
- There are three approaches: a separate interior space, a player attached to the ship's frame, and full physics against a moving interior. Each trades realism against cost.
- COLONIZED has ships you can walk through and designs those interiors to be walked while the ship moves. Ship flight, landing and multi-crew are in development.
Walking through a ship is easy when it is parked. Walking inside a moving ship in an online world shared with other players is a different problem, and it is where many “walk around your ship” promises meet reality. This page explains the idea, the three ways studios solve it, the hard cases and seven questions to ask any game. We end with where COLONIZED, a space survival MMORPG for PC with a closed alpha first waves planned for winter 2026-2027, stands. For the broader question of what a ship you live in needs, see space games where you can walk inside your ship.
The core problem: two frames of reference
A ship moves through the world: it turns, accelerates and sometimes stops fast. A player inside it moves through the ship: a few steps from the bridge to the hold. If you simply put the player in the world, every manoeuvre would shove them into a wall. The solution is to give the player the ship’s frame of reference: they are standing in the ship, and the ship is moving in the world. Walking is measured against the ship; the ship is measured against the world. A good implementation makes that invisible.
Three ways to build it
| Approach | How it works | Strength | Weakness |
|---|---|---|---|
| Separate interior | The interior is its own space; you step through a door and the camera swaps | Simple, cheap, sturdy | The ship’s motion does not touch you; the interior is not really in the ship |
| Attached to the ship’s frame | The player is a child of the ship and moves with it | You can walk while the ship turns; interior and exterior agree | Needs care at transitions, and extra networking |
| Full physics against a moving interior | The interior is a moving collider and the player is a physical body | Realistic: objects slide, doors swing, people stumble | Costly, jittery under latency and hard to keep stable |
Most online games with walkable ships use the second approach, sometimes mixed with the first for hangars and stations.
The hard cases
- Doors and airlocks. When a player goes outside, they leave the ship’s frame. The switch must not teleport them.
- Other players. Everyone sees your movement inside the ship, which means the server needs your ship-local position and the ship’s world position at once.
- Latency. The player’s prediction runs in the ship frame while the ship’s own motion is corrected by the server. If they disagree, you see a snap.
- Docking and boarding. Two ships with their own frames come together; a player may cross between them.
- When the ship takes damage. What happens to the people inside, the cargo and the interior pieces?
- Seats and stations. A player who sits at a console stops being a walker and becomes part of the ship’s controls.
Seven questions to ask any game
- Can you walk while the ship manoeuvres, or only when it is still?
- Do other players see you move inside it in real time?
- What happens when you go through an airlock or a ramp?
- Do interior and exterior share the same ship, or are they separate spaces?
- Can two ships dock and exchange players?
- What happens to crew and cargo when a ship is damaged?
- Is this in the build today, or planned?
The last question is the one that most separates a feature from a trailer.
What players notice when it is done well, and when it is not
Done well, you stop noticing it. You walk from the bridge to the hold while the ship banks, objects stay where they were and other crew members move as expected. The ship feels like a place with its own floor.
Done badly, you notice immediately: a stumble every time the ship turns, a door that teleports you, a crewmate sliding across the room or a jolt on the way out. Players describe these as “jank”, and in a game built around ships you live in, jank in the interior is the first thing reviewers mention. That is why the questions above matter more than the trailer.
Where COLONIZED stands
COLONIZED has ships you can walk through, which is a feature of the development build. It designs those interiors to be walked while the ship is in motion. That is a design goal. Ship flight, landing and multi-crew are in development, so the full case, a crew walking around a ship that is flying, is not in the main build today, and we do not promise it for the alpha. Bases, colonies and survival around the ship are in the build; see base building in space survival.
We keep the state of each ship on its page in the hangar, with the label “Specs subject to change during alpha” where it applies. The release date, price and requirements are not announced.
Why this matters beyond ships
The same idea, a person standing inside a moving frame, applies to trains, elevators, convoys and space stations. Whatever a studio builds for a ship can usually be reused for those. That is one reason walkable interiors are an engineering investment rather than a cosmetic one: once the frame-of-reference problem is solved, the game can place bases, vehicles and crews on top of it. It is also why a studio that talks openly about the problem is usually further along than one that shows only a finished interior.
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Questions and answers
Can you walk inside a ship while it is moving in a game?
In some games yes. It requires that the player is placed in the ship's frame of reference so the ship can turn and accelerate without throwing them around, and that the server and clients agree on both movements.
Why is walking inside a moving ship hard in multiplayer?
Two movements have to be consistent for every player: the ship in the world and the player inside the ship. Doors, airlocks, collisions with other ships and prediction on lagging connections all add edge cases.
Can you walk through ships in COLONIZED?
Yes: COLONIZED has ships you can walk through, and its interiors are designed to be walked while the ship is in motion. Ship flight, landing and multi-crew are in development, so that is a design goal rather than a feature of the main build.
Does COLONIZED have multi-crew ships?
Multi-crew is in development and is not promised for the alpha. What each wave includes will be announced in the alpha notes.
Sources
Third-party figures link to their source. The date is the publication date or, when there is none, the day we checked the page.
- COLONIZED in facts · COLONIZED · 2026-10-22



