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 strike off the Freehold Exchange · rendered in-engine
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
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.
Render R&D — pushing model fidelity
Chasing the best our open-source AI pipeline can produce — detail and motion. Overnight, one hero
character (aegis-7) was forged through four image→3D engines from the same driver, rigged, and
compared side-by-side. Full write-up & reproducible pipeline recipes:
docs/visual-quality-north-star.md.
Four engines, one character. A: current Hunyuan (in-game) ·
B: TRELLIS.2 @512 · C: TRELLIS.2 @1024 · D: TripoSG. Tap to zoom.
Engine variants. Each strip is independently zoomable; the TripoSG pass now
includes its first Hunyuan-Paint texture pass rather than the white geometry-only snapshot above.
Hunyuan · current baselineTRELLIS.2 @512 · PBR geometryTRELLIS.2 @1024 · highest-detail textureTripoSG · textured first pass
Findings.TRELLIS.2 @1024 is the best textured result out of
the box — a free, ~1-minute fidelity bump over the current models (the 1024 weights were already on disk).
TripoSG produces the cleanest geometry/silhouette (great for faces & proportions); its initial
shape-only output is now followed by a first Hunyuan-Paint texture pass. We unblocked it locally by
patching it to its own skimage mesh-extractor (sidestepping a CUDA-compiler wall on this box). Next levers, biggest perceived lift first:
PBR materials + lighting/post, then engine-side parametric eyes, then an animation graph with
retargeted mocap. Detail & recipes in docs/visual-quality-north-star.md.
The game world — locations & regions
Every authored location and every galaxy region, rendered from the same engine the game
runs — offscreen, zero-GPU. Tap any to zoom.
All 11 forged vehicles — walkers, tracked tank, wheeled, hover, and skiffs.
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.
The cast — characters & gear
BEFORE early pipeline — a bust, no legsUPGRADE new TRELLIS.2 geometry engine (right) vs the old forge (left) — crisper PBR, re-forging the full castNEW Cryo Bay Seven — windows onto local space, lit sleep-pod machinery, cinematic tonemapNEW every location wears its faction — raider rust roost, verdant dome, council cryo bayNEW engine-native parametric eyes — socketed geometrically, blinking, on every forged faceNEW the full armory — all 62 forged gear models, now equippable in-gameRust-QueenNexus-PrimeMalakai the HollowLord-Guardian Cassius ValeHigh Elder KauriCommander Vanya 'The Shift'Captain Tobias 'Void-Stout'SlyXel-0-M8SyraxSilent Arrow NikauArchivist Alan-TElara 'Hearth-Keeper' BrambleCaptain Vance 'Void-Hawk' Thorne
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. Honest 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.
In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → TRELLIS.2 → UniRig), rendered in Godot.