VOID HORIZON

CHILDREN OF THE ARK · a sci-fi RPG

In the far future, the Ark ships carry the last of humanity — and more — across a dying universe. Immortals awakened from cryogenic slumber explore lost worlds, wield reality-altering powers, and shape the fate of civilizations. Every model, world, and character below is generated in-house by a local neural pipeline and rendered in-engine — no stock assets.

a warship opening fire over a living planet, escort and starbase behind
IN-ENGINE Fleet strike off the Freehold Exchange · rendered in-engine

Studies & Labs — explore the work

Dev blog — the development timeline

A dated timeline of the build, newest first — the historical entries are drawn from real branch merges, each carrying that era's renders. Tap a post to open its full write-up and every still (rendered in the same engine the game runs); tap any image to zoom to full-res. The complete per-model roster is browsable in the archive at the bottom of the page.

NEW

Ground & air vehicle combat + drivable surfaces

The war front opened up. You now drive a Warhound war-machine across a 480 m ruined frontline, trade fire beside forged bunkers, and fight forged flying power-armor troopers that strafe the deck from the star field. Read more →Read less ▲

The war front opened up. You now drive a Warhound war-machine across a 480 m ruined frontline, trade fire beside forged bunkers, and fight forged flying power-armor troopers that strafe the deck from the star field. Three distinct war regions (Hollow Deep crags, the Verdant Line, the Siege Line) plus airless Lunar and Asteroid surfaces you cross in a rover — all live, all reachable from the menu.

A Warhound war machine on the Siege Line — ruined bunkers, targeting rings and forged war-debris across a 480 m frontline
The Siege Line — drive a Warhound across a 480 m ruined frontline
The Warhound trading fire beside a ruined bunker as flying power-armor troopers close in
Vehicle combat — the Warhound under fire beside forged ruins
A forged flying power-armor trooper over the battlefield under a star field — the neural-forged air unit
Flying power armor — forged air troopers that strafe the deck
A flying power-armor trooper on approach, a planet hanging in the star field beyond
Air support over the frontline, a planet on the horizon
A war machine in Hollow Deep — a rocky crag region under a dusk sky with a mountain ridgeline
Hollow Deep — a crag region with an elevation ridgeline
A war machine on the Verdant Line — pine cover scattered across a forested frontline
Verdant Line — pine cover on a forested frontline
A drivable rover on an airless lunar surface with forged structures
Lunar surface — drive a rover across airless regolith
A drivable rover on a barren asteroid surface in vacuum
Asteroid field — a drivable rover in vacuum

Character motion — every animation, live in your browser

Every forged body carries a 21-bone skeleton and provably limb-isolated skin weights (an elbow bend moves only the arm; a knee bend only the leg — verified 0 opposite-limb leak). All 23 motions — walk, run, jump, slide, the fire and melee sets, the hit reactions — play live from a single animated glb. No video: drag to orbit, pick a motion.

Forged playable bodies — trooper, heavy, scout, commander, pilot and soldier, textured on a clean-deforming rig, mid-stride ▶ Open the live characters — 10 clips, walk 0.719 measured-clean

Rigging is a technique choice, and hard-surface mechs are unforgiving: smooth auto-weights can blend vertices across plate seams and shear rigid armor, while a clean DEF-* biped with a rigid (nearest-bone) skin keeps each plate welded to one bone, though triangles spanning bones can still stretch. The rigging bake-off compares the repaired static source, component-shell baseline, Blender Rigify, and the pending offline UniRig attempt on the same repaired 745 battle mech. Surface-invalid DEF and rigid-leg exports remain only in repository evidence. The rigid-seam ownership algorithm was retired after it explosively separated armour islands in Walk and Run.

The galaxy, taking shape

The galaxy — 13 star systems, one map

Every faction seated in a canon star system — Council at Sol behind the Gap and Radiance, FreeSpace on the frontier, the new Reaches (Datasphere, Verdant, Peck) in deep space, the roaming Shadow Armada, and Diego Station the neutral crossroads where everyone trades. Populated live in-engine (galaxy_map.gd) with per-faction reputation.

Illustrated map of the Void Horizon galaxy — Council core at Sol behind the Gap and Radiance, FreeSpace frontier, the Reaches, Diego Station, the drifting Ark, and the looming Shadow Armada
THE GALAXY 13 star systems, every faction seated — Council at Sol, FreeSpace’s frontier, the new Reaches, Diego the neutral hub, and the Shadow Armada closing in

Archive — browse every forged model

The full forged catalog — the live model roster, every warship & gear piece, the authored location scenes, and the procedural biomes (browse them all)

Every forged model — the full neural-forge roster

The entire forged cast — characters, ships, gear, and surface vehicles — each rendered live in-engine (front / three-quarter / side) with the anti-aliased pipeline. Click any model to zoom to full-res.

The full forged catalog — every model, browsable

The complete per-model roster — every forged warship and gear piece, the authored location scenes, the procedural biomes and deep-space backdrops. These are exhaustive catalogs rather than dated events; the dated development timeline (with each era's renders) is the Dev blog at the top of the page. Tap any to zoom.

How we’re improving — next steps

The target is the best our open-source AI pipeline can produce — detail and motion. Sequenced by perceived lift per unit of effort. Full detail & recipes: docs/visual-quality-north-star.md.

▶ Model fidelity

  • PBR materials — albedo + normal + roughness + metallic + AO per zone (skin/cloth/armor); flat shading is most of the “old” tell.
  • TRELLIS.2 @1024 re-forge pass — the free, proven fidelity bump.
  • TripoSG geometry + texture bake — cleanest silhouette, textured.
  • Faces & eyes — engine-side parametric eyes; a better face forge.

◉ Lighting & motion

  • Lighting + post — SSAO, soft shadows, tonemap, bloom, colour grade (lifts everything, mesh-independent).
  • Animation graph — blend trees, foot IK, secondary motion; beyond today’s single-pose procedural author.
  • Retargeted mocap — a library of quality clips onto the standard skeleton = fluid, non-robotic motion.
  • Per-weapon locomotion + hit/stagger reactions.

◇ Cleanup

  • Re-render defective models — the stray-vertex mid-render streaks.
  • Normalize TRELLIS bodies — orientation/scale for drop-in game use.
  • Portraits from models — every character has a matching face.

Where the game is at

▶ Playable now

  • Capital-ship fleet battle sim — 7v7 lockstep multiplayer
  • Character creator + morphable bodies & wardrobe (90+ forged bases)
  • The full COTA power system — 12 powers, 17 subpowers, skills & specialties, each described, with XP progression
  • Faction cast forged & playable — Council, the Iron Trail Confederacy, and the Aotearoa / Aethel / Hallyu Reaches
  • On-foot movement: walk / run / jump / slide / dodge / melee / aim
  • Data-driven campaign — the game now boots the whole story from editable scenario files (quests, dialogue, the NPC social graph, placement), validated on load like a compiler; the campaign is itself a scenario you can edit
  • The full armory is live — all 62 forged gear models are equippable Items; the walker holds your equipped weapon, the inventory shows a spinning 3D preview, ranged fire has real tracers from the muzzle, melee swings arc
  • Every named NPC talks — all 10 anchor NPCs carry authored dialogue trees with motivations, personal stories, and concrete asks that cross-reference each other (the Overseer, the fence, the Shogun, the salvage captain…)
  • Engine-native eyes — parametric iris/sclera eyes with blinks, geometrically socketed onto forged faces (visor droids correctly keep their visors); NPCs walk arms-at-sides facing their motion
  • Interior scenes read like places — windows onto local space, lit cryo-pod machinery, per-faction wall palettes (raider rust / verdant green / council blue), exit beacons so you always know how to leave, loading screens on every transition
  • Continuum Control's Temporal Slip — blink opens a stretched-time window: haste, precognitive evasion, and (level 3+) a stasis snap that freezes your pursuer in the moment you left
  • Vehicles fight — mounted weapons volley from their hardpoints and land area damage in the on-foot fight; walker mechs stride with an elevated cockpit

◷ In development

  • TRELLIS.2 image→3D forge — the whole cast (and ships, gear, vehicles) re-forged full-body with hands & feet, now the in-game bodies
  • Combat rescaled for the live-action game — deeper HP/damage pools, percentage armor, IPL-driven attack speed
  • Living worlds — props, horizon backdrops, gradient skies, textured walls
  • TRELLIS.2 geometry engine — a crisper image→3D forge (true PBR, sharper faces & gear) replacing the old muddy pass; re-forging the entire cast
  • Any forged model is a playable body — pick any of the cast as your on-foot avatar; all can hold gear & wield weapons in hand
  • Character breathing (environment-aware) & hand-placed gear
  • Ten new factions across the galaxy — Fringe Raiders, Datasphere AI, Verdant Kin, Peck Enclaves, the Shadow Armada (the antagonist), FreeSpace, Gate Guardians, Outer Rim & Diego Sector — 200+ characters forged & limb-verified (full-body, hands & feet)
  • Galaxy map — every faction seeded into canon star systems (Linked Space, FreeSpace, Radiance, the Reaches, the mobile Ark) with shared & neutral trade hubs
  • Faction reputation — per-faction standing with tiers, gating quests & rewards (R-key panel)
  • COTA-voiced dialogue trees per character (faction · role · personality)
  • Scenario authoring toolkit — a spec, an offline validator ("cargo build for scenarios"), and an MCP server so an AI can generate a whole adventure and have it checked before it ever loads; an in-game editor to curate it
  • Gadget-gated stories — gear you carry opens routes (a lock-cracker cracks the vault); weapons carry maker lore tied to their faction
  • Pose-conditioned re-forging — Hunyuan3D-Omni proven locally: a posed concept image forges into a clean standing A-pose (kills the seated-model defect at the source); TRELLIS now runs its 1024³ grid by default after a decisive face A/B; UniRig learned auto-rigs proven for creatures

◇ On the horizon

  • Powers: energy beams, gravity/TK blasts, teleport portals
  • The Warp — a hellish mirror-dimension for FTL travel
  • Ghost form & body reconstruction after death
  • Destructible scenes · persistent world state
  • Share scenarios & models on the Steam Workshop — play adventures other people build

Build log

Concept-match scoreboard

Every forged asset's render snapshot is scored against its concept art — the gold-standard gate. A model passes only if CLIP ≥ 0.80 and silhouette IoU ≥ 0.90 and crisp-detail ≥ 0.55; each metric is coloured green when it clears its threshold and red when it falls short. Sorted worst-first (failing assets, then lowest crisp-detail) so the gaps are visible.

Concept-match scores load at runtime from concept-match-scores.json. If you're seeing this, the scores haven't been generated yet or the fetch failed.

In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → TRELLIS.2 → UniRig), rendered in Godot.