The complete, dated development log — every build, newest first. This is the full
history that the landing page links to; the landing page itself shows only the current snapshot.
World atlas + render R&D. Rendered every authored location (12) and every galaxy region (6) from the game engine, plus the full surface-vehicle fleet — all offscreen / zero-GPU. And a 4-engine model-fidelity experiment on one hero character (Hunyuan vs TRELLIS.2 512/1024 vs TripoSG): TRELLIS.2 @1024 is the best textured result, TripoSG the cleanest geometry. Write-up: docs/visual-quality-north-star.md.
On-foot polish & stability. Readied weapons now pose the hands to grip them on-foot (arms take the hold stance, not just carrying the mesh on the wrist). Grit & Sustained are free, always-on baseline subpowers in character creation (checked & locked, and they don’t spend a pick). The in-lab model browser now shows the live TRELLIS roster (241 characters) plus the vehicle & starship fleets, cycled by category. Fixed a grey-screen-on-load (a stale script-class cache, now auto-refreshed every build) and verified the walk / run / grip animation pipeline end-to-end. The 12 authored locations and 6 galaxy regions are rendered as in-engine snapshots.
Surface vehicles + in-engine locations. The 8 ground vehicles & 3 walkers (hover/wheeled/tracked + biped/quad/many-leg) are being forged into TRELLIS models (concept-art → 3D), and the first authored in-engine locations (Cryo Bay, Ember Wastes, Verdant Dock) are rendered from the same engine the game runs. Status: characters, starships & base gear are forged; expanded gear + more location scenes are next in the queue.
The game went data-driven. The whole campaign now boots from editable scenario files (quests, dialogue, the NPC social graph, placement) instead of hard-coded story — verified end-to-end, the opening act plays live from the bundle. Shipped alongside: a scenario authoring toolkit (a full spec, an offline validator that gates a bundle like a compiler, and an MCP server so an AI can generate an adventure and have it checked before load), gadget-gated quests (the gear you carry opens new routes), and weapon maker-lore (every gun tied to a manufacturer and its faction). Meanwhile the forge re-rendered the whole ship & equipment roster on TRELLIS.2.
New geometry engine — TRELLIS.2 GGUF. A/B-tested it against the old forge and it wins on every axis (crisper PBR, sharper faces, fits the 16 GB card) — now re-forging the whole cast on it. Also: every forged model is now a selectable player body that holds gear & wields weapons in-hand, and the whole roster was re-rendered as sharp full-body hero shots.
The galaxy tripled — 142 new-faction characters forged overnight (Fringe Raiders, Datasphere AI, Verdant Kin, Peck Enclaves, the Shadow Armada, FreeSpace, Gate Guardians, Outer Rim, Diego Sector), every one geometrically limb-verified (real hands & feet — a new check that caught & re-forged the stumps). Illustrated galaxy map + a reputation system (gated quests, scaled rewards, vendor) shipped alongside.
The galaxy tripled — ten new factions (Fringe Raiders, Datasphere AI, Verdant Kin, Peck Enclaves, the Shadow Armada antagonist, FreeSpace, Gate Guardians of Radiance, Outer Rim, Diego Sector) authored from concept-art montages: 15 factions, 200+ characters, every one crop-guided for the forge.
Galaxy map populated — canon star systems seeded with faction ownership (some shared, Diego Station a neutral all-faction trade hub), 30 locations wired to their inhabitants.
Faction reputation system — per-faction standing with a tier ladder, an R-key reputation panel, and hooks for reputation-gated quests & reputation-scaled rewards.
Full COTA power system overhaul — data-driven catalogs, descriptions on every power/subpower/skill, the specialty system, live XP progression, and a combat rescale (bigger pools, percentage armor, IPL-driven attack speed).
Faction cast forged from concept art — the Council, the steampunk-western Iron Trail Confederacy, and the New Zealand / Japan / Korea Cultural Reaches — via a new image→3D pipeline; the in-game NPCs now wear these new bodies.
In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → TRELLIS.2 → UniRig), rendered in Godot.