Follow the dialogue, inspect the available options and move between connected scenes.
STORY SPOILERSOpen the campaign recordsDialogue, outcomes and endings are revealed inside. ↓
Dialogue follows the supplied game text. The listed choices include alternate and expansion scenes; the archive does not simulate your save or certify that every route is reachable.
01 / Narration
Aftermath
The tree of timelines collapses into a single branch. You feel it happen in your chest more than in your eyes.
Branches selected by your campaign history
The game selects these routes from previous decisions. These links let you read the alternatives without evaluating a save.
You wake in your ship. Alone. The Rift is closed. A week later a Guardian finds you on a cargo lane — a young woman with threading that still catches the light. She does not introduce herself. She does not need to. She is the child you pulled out of that sealed crate, twenty years older in a pruned branch and somehow here now, real, looking at you with the eyes of someone who remembers falling and remembers being caught. 'Thank you,' she says. She hands you a small coin of polished bone. 'Keep flying.'
Available options
End
Receives an item or story object.
The campaign records this decision for later scenes.
03 / Narration
No forgiveness to find
You wake in your ship. Alone. The Rift is closed. There is only one past now — and in that past you sold a child to the Black Fleet for credits. The Guardians know. They are quiet about it, which is worse than rage. You take clean runs for a while. The bounties on your head never quite stop. One night on a backwater moon an old Guardian sits across from you at a bar and does not speak for an hour. Then she stands. 'We remember,' she says. 'We pruned the timeline. We kept the memory. That is your sentence.'
Available options
End
The campaign records this decision for later scenes.
04 / Narration
The choice you carried
You wake in your ship. Alone. The Rift is closed. There is only one past now — and in that past you sealed the crate and flew the route. You did not call the Black Fleet. You did not pull a trigger. You treated a child like cargo and let the manifest decide what mercy meant. Elder Sera knows the difference. They do not forgive it. Years later, at a quiet dock, a Guardian courier leaves forty thousand credits in your account and no message at all. It is exactly what the job paid. Nothing more.
Available options
End
The campaign records this decision for later scenes.
05 / Narration
Clean kills
You wake in your ship. Alone. The Rift is closed. You did what had to be done. Vex is gone. Elder Sera understands, in her slow quiet way, that in some branches the price of peace is a person. You fly cargo. Sometimes you pass the spot where she died. You do not slow down. A year later you buy a ship that handles like hers. You tell yourself it is coincidence. It is not coincidence.
Available options
End
The campaign records this decision for later scenes.
06 / Narration
Commander in a world without enemies
You wake in your ship. Alone. The Rift is closed. You pruned the tree holding a rank the Black Fleet gave you — and now the Black Fleet is gone. You were their commander and now you are the only commander of an army that does not exist. You fly back to the Black Site. The corridors are empty. The fleet is still docked. Every console still boots. Every weapon is still armed. Nobody answers when you hail them. You sit in the throne they gave you. For a long time, nothing happens. Then you start to laugh.
Available options
End
The campaign records this decision for later scenes.
07 / Council Speaker
Becoming a Guardian
The Rift is closed. You are in Guardian Veil. The Council Speaker presses her forehead to yours. 'You have earned the threading, pilot. You would be the first pilot-Guardian. We did not think it was possible. Will you accept?' You look at your hands. You can already see the light under your skin, waiting. You nod. The threading takes eleven hours. Afterwards you are not the same thing. You can still fly. You can also see where branches used to be. You carry them with you, their edges glowing faintly, always. You do not need sleep anymore. You miss sleep.
Available options
End
The campaign records this decision for later scenes.
08 / Narration
Two mutually exclusive facts
You wake in your ship. Alone. The Rift is closed. You saved the child. You killed Vex. These facts cannot both be true in the same timeline. They are both true. The pruning failed to resolve and instead you are living in a single branch that contains a small paradox. You can feel it like a bubble in the chest. Sometimes the child is real and Vex was never there. Sometimes Vex is real and you never found the child. You learn to hold both. A Guardian Elder finds you eventually and tells you this is not supposed to happen. You tell her you'll keep it quiet.
Available options
End
The campaign records this decision for later scenes.
09 / Narration
The first day after
You wake in your ship. Alone. The Rift is closed. You can feel its absence like a missing tooth — the way your thoughts no longer fork when you try to remember something. There is only one past now. Only one future. You fly home to Verge Station and nothing is different except everything.
The dispatcher — the same one who gave you the cursed job six months ago — nods at you. He has no idea what you did. He never will. 'Got a clean run for you. Medical supplies to Keros-2. Standard rates.' He slides a manifest across the counter. You look at it. It's just a job. A real, boring job.
Months pass. You fly cargo. Real cargo. Sometimes you sleep through the night. One day a Guardian finds you on a backwater moon where you're refueling. They are young — an initiate. They hand you a wrapped package, bow once, and leave.
Inside the package: a piece of tree bark, golden, still warm. A note in spidery handwriting: 'The last fragment of the Starforge. We kept it. You earned this. Plant it somewhere you will remember. It will not grow. But it will remind you — you did this. You chose the shape of the world.'
Alternative dialogue for this scene
Variant 1
Inside the package: a piece of tree bark, and a photograph. A young woman stands smiling at a harvest festival. You don't recognize her until you look at her eyes. It is the child you saved, twenty years older in a timeline you pruned. She survived. In the pruned timeline, this never happened. But you have the photograph. A note: 'We kept this for you. She wanted you to have it.'
Available options
End
The campaign records this decision for later scenes.
13 / Narration
A quiet life
You sell the ship. You move to a small moon where nobody has ever heard the word Rift. You learn to garden. You learn to sleep. You never fly again. Sometimes you look at the stars and feel the absence of the voices you used to hear there. You do not miss them. You miss who you were when you could hear them.
Available options
End
The campaign records this decision for later scenes.