PRISM CAST The First Portal — rebuilt characters, a mech and war
vehicles, rendered off-screen in-engine.
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.
Steam Early Access · December 1 target
We are targeting December 1, 2026 or earlier, with co-op at launch.
The priority is a complete playable loop, reliable saves and reconnects,
and quality across the selected launch content. Broader expansion follows.
Development roadmap, October 1. This is our release target; the build still has required checks and fixes ahead.
The cast is back — rebuilt through the Prism pipeline.
Every character, mech, ship and vehicle is being rebuilt from its locked concept: a Prism model,
quarantined and reviewed, attached to its class substrate (the golden rig for humanoids, a skeletal
frame for mechs, a mechanism rig for ships and vehicles), animated, gated, then wired LIVE into the
game. The golden-era character bodies are retired. The Android King stays a separate hand-built asset.
376Prism builds rigged or wired
319LIVE in the game runtime
374playable in your browser (all but the hand-built King lineage)
122equipment items downloaded, awaiting rigging
By class — counts read from the asset pipeline on 27 SEP 2026
The former 112 MB gallery build and its derived variants are unavailable. The authored concept,
clean skeletal core, motion requirements, and separable authored underbody remain as rebuild inputs.
No model request is issued from this card. Animation controls return after the clean replacement
passes component, rig, motion-snapshot, full-PBR, Godot, compression, and publication gates.
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
The Prism cast — live in your browser
Every Prism build — humanoids on the golden rig, mechs on their skeletal frames, power
armor, walkers, ships and vehicles — plays live from its own compressed glb. No video: drag to
orbit, pick a clip (idle / walk / aim on the bodies, mechanism clips on the machines).
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 Prism cast — one of every faction, plus ships and vehicles
Off-screen renders of the current Prism builds through the same model-viewer path the
live cast page uses. Tap any to zoom.
Aethel Med aethelArohanui 'Ara' Te Kohure aotearoaElara Thorne arcaneCommander Vanya 'The Shift' councilArchivist Alan-T datasphereCEO Harrison Allen diegoAstrogator freespaceArmada Admiral Septima Thorne gate-guardiansArk Scholar Kim Da Hyun hallyuBelle 'Lucky' Mayfield iron-trailAurelia outer-rimArchivist Daisy 'Gear-Foot' peckA02 pre-stasisAqua-Prima proto-sentienceCassian raiderThe Herald of the Hollow Wake shadowAriel Sorin unalignedArk Scholar Aotearoa verdantKaelen-Xel xelomiteCyber Baron Rustclad Thorne datasphereAegis Warframe councilBreach-Tick shadowAegis councilAurora verdantBehemoth raiderBrood xelomiteBulwark freespaceContinuum datasphereC2 Battlewagon unalignedDust Runner freespaceGoliath councilIronclad Rig raider
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 pad
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
Clean component rebuild — legacy neural models are withdrawn; TRELLIS.2 pre-rasterization inference plus Blender baking is under unchanged AAA-gate validation before new geometry can publish
◇ 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
The current snapshot is in Where the game is at above. The complete
dated history — every build, newest first — has its own page.
Every forged asset's render snapshot is compared against its concept art as
diagnostic evidence. CLIP is evidence only, never a quality gate; the authoritative asset-quality
verdict comes from Fable. The legacy scorecard references CLIP ≥ 0.80,
silhouette IoU ≥ 0.90, and crisp-detail ≥ 0.55 so historical gaps remain
visible without being presented as acceptance.
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.