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 Fleet approach · rendered on the dev RTX 5080
The galaxy, taking shape
Ship combat — capital ships trade beam & torpedo fireLiving worlds — gradient skies, horizon vistas, forged propsOn-foot exploration — grassfields, skylines, structuresThe cast — portrait-faithful, rigged, animatedPlayable bodies — full movement + breathingForged props — habitat, crate, cryo-tank (~5 MB each)Wardrobe — morphable garments over any bodyAnimation — walk / run / jump / slide / dodge / melee
The full gallery — 50 in-engine shots
Every frame below is rendered live in the game engine on the dev GPU — forged worlds, ships, and characters. New shots land every build.
Unreal Engine — live render pipeline
UE5.8 render farm — 6-angle orbit, captured live from the editor via MCP (no GUI, no MRQ)Rigged body, all limbs — agent-driven from WSL
The cast — characters & gear
Aegis 7Ara 7 droneArk scholar kim da hyunBlake jrCassian thorne jrDharma unit 7Elara thorneElowenGc pilot fGrom the breakerHero cinematicJax the ghost ryderJoon hoKaren problem solverKorvusLira sorinMajor sensui
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
◷ In development
Live Unreal Engine 5.8 render pipeline — characters & animation, agent-driven from WSL (MCP)
New image→3D character forge (Antigravity → Hunyuan3D → rigged) — full-body cast with hands & feet, now the in-game NPC 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
Character breathing (environment-aware) & hand-placed gear
Ten new factions across the galaxy — the Fringe Raiders, the Datasphere AI, the Verdant Kin, the Peck Enclaves, the Shadow Armada (the great antagonist), FreeSpace, the Gate Guardians of Radiance, Outer Rim traders & the Diego Sector — 200+ characters authored from concept art; models forging
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)
◇ 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
Build log
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.
In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → Hunyuan3D → UniRig), rendered in Godot.