Agency through flight
Your route, your vector and your preparation shape the encounter.
Development preview · This article describes the current design. Proposed story details and features may change before release.
A linear story with active piloting
The current design follows one main narrative arc. Agency comes from routes, combat decisions, upgrades and optional signals, rather than dialogue selections that split the campaign into different endings.
Cockpit and third-person views are intended to support the full experience. The target is accessible inertial flight, responsive steering and tactical thrusters. Exact controls and balance remain in development.
Understand the threat
Readable combat is a central pillar: identify who is firing, prioritise threats, break shields and respond to hull or subsystem damage. Effects should communicate the encounter instead of obscuring it.
Proposed weapon families include pulse, beam, close-range scatter and lock-on missiles. Courier runs, interceptions, escorts, chases and defensive missions recombine readable actions. This is the current direction, not a claim that every encounter is finished.