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 council capital ship drifting past a planet through an asteroid field
IN-ENGINE Fleet approach · rendered on the dev RTX 5080

The galaxy, taking shape

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

Six-angle orbit contact sheet of a rigged character rendered live in Unreal Engine 5.8
UE5.8 render farm — 6-angle orbit, captured live from the editor via MCP (no GUI, no MRQ)
Rigged character hero shot in Unreal Engine 5.8
Rigged body, all limbs — agent-driven from WSL

The cast — characters & gear

Aegis 7
Aegis 7
Ara 7 drone
Ara 7 drone
Ark scholar kim da hyun
Ark scholar kim da hyun
Blake jr
Blake jr
Cassian thorne jr
Cassian thorne jr
Dharma unit 7
Dharma unit 7
Elara thorne
Elara thorne
Elowen
Elowen
Gc pilot f
Gc pilot f
Grom the breaker
Grom the breaker
Hero cinematic
Hero cinematic
Jax the ghost ryder
Jax the ghost ryder
Joon ho
Joon ho
Karen problem solver
Karen problem solver
Korvus
Korvus
Lira sorin
Lira sorin
Major sensui
Major sensui

The fleet — factions & warships

Aegis
Aegis
Apotheosis
Apotheosis
Aurora
Aurora
Beacon
Beacon
Behemoth
Behemoth
Brood
Brood
Bulwark
Bulwark
Cathedral
Cathedral
Cinder
Cinder
Cipher
Cipher
Clipper
Clipper
Continuum
Continuum
Datasphere
Datasphere
Devourer
Devourer
Freespace
Freespace
Linked
Linked
Radiance
Radiance
Xelomite
Xelomite

Worlds — procedural biomes

Barren
Barren
Desert
Desert
Earth
Earth
Gas
Gas
Ice
Ice
Lava
Lava
Ocean
Ocean
Toxic
Toxic

Deep space

0
0
1
1
2
2
3
3

Battle

0
0
1
1
2
2

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

◷ 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
  • Faction reputation — per-faction standing with tiers, gating quests & rewards (R-key panel)
  • 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

In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → Hunyuan3D → UniRig), rendered in Godot.