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.
IN-ENGINE The First Portal — a forged gate-ring over a spiral-galaxy vortex · rendered in-engine from concept
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.
The Siege Line — drive a Warhound across a 480 m ruined frontlineVehicle combat — the Warhound under fire beside forged ruinsFlying power armor — forged air troopers that strafe the deckAir support over the frontline, a planet on the horizonHollow Deep — a crag region with an elevation ridgelineVerdant Line — pine cover on a forested frontlineLunar surface — drive a rover across airless regolithAsteroid 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.
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
Ship combat — capital ships trade beam & torpedo fireLiving worlds — PBR decks and walls, lit machinery, planets through the glazingOn-foot exploration — the live walk, your forged body, vehicles on the padThe cast — portrait-faithful, rigged, animatedPlayable bodies — 29 forged creator bases, rigged and runningForged vehicles — walkers, war-rigs and skiffs, all drivableWardrobe — morphable garments over any bodyAnimation — walk / run / jump / slide / dodge / melee
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.
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.
Locations — in-engine authored scenes (12, live campaign path)
Each rendered by mounting the REAL location through the campaign walk (onfoot._build_bay: EnvBuilder + biome + TownKit + faction dressing) — not a generic tinted establishing shot. 5 of the 12 (Ember Wastes, Verdant Dock, Verdant Grove, Peck Foundry-Decks, Diego Sector) had no scene authoring at all and were silently falling back to the same generic hangar box; those got real enclosure/biome/palette entries in scene_manifest.json (task-370).
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.
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
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
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.
The full character cast is forging overnight — portrait-faithful, rigged, textured, animation-ready.
Neural on-foot bodies live in-game — the realistic pipeline replaced the placeholder rig.
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 ≥ 0.80andsilhouette IoU ≥ 0.90andcrisp-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.