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 warship opening fire over a living planet, escort and starbase behind
IN-ENGINE Fleet strike off the Freehold Exchange · rendered in-engine

The galaxy, taking shape

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.

Illustrated map of the Void Horizon galaxy — Council core at Sol behind the Gap and Radiance, FreeSpace frontier, the Reaches, Diego Station, the drifting Ark, and the looming Shadow Armada
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.

aegis-7 forged by four engines: current Hunyuan, TRELLIS.2 512, TRELLIS.2 1024, TripoSG
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.

aegis-7 rendered with the current Hunyuan engine
Hunyuan · current baseline
aegis-7 rendered with TRELLIS.2 at 512 resolution
TRELLIS.2 @512 · PBR geometry
aegis-7 rendered with TRELLIS.2 at 1024 resolution
TRELLIS.2 @1024 · highest-detail texture
aegis-7 rendered with textured TripoSG geometry
TripoSG · 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.

Locations — 12 authored scenes

Cryo Bay
Cryo Bay
Ember Wastes
Ember Wastes
Verdant Grove
Verdant Grove
Verdant Dock
Verdant Dock
Neo Kyoto Sanctuary
Neo Kyoto Sanctuary
The Data Vaults
The Data Vaults
Xelomite Hive Spire
Xelomite Hive Spire
Councils Eye
Councils Eye
Diego Sector
Diego Sector
Peck Foundry Decks
Peck Foundry Decks
Void Hawk Reaches
Void Hawk Reaches
My Hideout
My Hideout

Galaxy regions — 6 star-chart areas

Linked Space
Linked Space
Freespace
Freespace
Diego Sector
Diego Sector
The Reach
The Reach
The Gap
The Gap
Radiance
Radiance

Surface vehicles — the forged fleet

The forged vehicle fleet
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

Aegis 7 — early pipeline bust
BEFORE early pipeline — a bust, no legs
Same character forged by the old pipeline vs the new TRELLIS.2 engine
UPGRADE new TRELLIS.2 geometry engine (right) vs the old forge (left) — crisper PBR, re-forging the full cast
Cryo Bay Seven interior — lit hangar with windows onto space, cryo-pod machinery and a rim-lit dais
NEW Cryo Bay Seven — windows onto local space, lit sleep-pod machinery, cinematic tonemap
Three locations rendered with distinct faction palettes — raider rust, verdant green, council blue
NEW every location wears its faction — raider rust roost, verdant dome, council cryo bay
Aiko with parametric procedural eyes across three views
NEW engine-native parametric eyes — socketed geometrically, blinking, on every forged face
Contact sheet of all 62 forged equipment models
NEW the full armory — all 62 forged gear models, now equippable in-game
Rust-Queen
Rust-Queen
Nexus-Prime
Nexus-Prime
Malakai the Hollow
Malakai the Hollow
Lord-Guardian Cassius Vale
Lord-Guardian Cassius Vale
High Elder Kauri
High Elder Kauri
Commander Vanya 'The Shift'
Commander Vanya 'The Shift'
Captain Tobias 'Void-Stout'
Captain Tobias 'Void-Stout'
Sly
Sly
Xel-0-M8
Xel-0-M8
Syrax
Syrax
Silent Arrow Nikau
Silent Arrow Nikau
Archivist Alan-T
Archivist Alan-T
Elara 'Hearth-Keeper' Bramble
Elara 'Hearth-Keeper' Bramble
Captain Vance 'Void-Hawk' Thorne
Captain Vance 'Void-Hawk' Thorne

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

TRELLIS models — the forged fleet (62 ships)

Aegis — TRELLIS.2 model render
Aegis
Apotheosis — TRELLIS.2 model render
Apotheosis
Arbiter — TRELLIS.2 model render
Arbiter
Aurora — TRELLIS.2 model render
Aurora
Beacon — TRELLIS.2 model render
Beacon
Behemoth — TRELLIS.2 model render
Behemoth
Brood — TRELLIS.2 model render
Brood
Bulwark — TRELLIS.2 model render
Bulwark
Cathedral — TRELLIS.2 model render
Cathedral
Cinder — TRELLIS.2 model render
Cinder
Cipher — TRELLIS.2 model render
Cipher
Clipper — TRELLIS.2 model render
Clipper
Continuum — TRELLIS.2 model render
Continuum
Devourer — TRELLIS.2 model render
Devourer
Diego — TRELLIS.2 model render
Diego
Eden — TRELLIS.2 model render
Eden
Ember — TRELLIS.2 model render
Ember
Empyrean — TRELLIS.2 model render
Empyrean
Eternity — TRELLIS.2 model render
Eternity
Faraway — TRELLIS.2 model render
Faraway
Foundry — TRELLIS.2 model render
Foundry
Frontier — TRELLIS.2 model render
Frontier
Genesis — TRELLIS.2 model render
Genesis
Gloaming — TRELLIS.2 model render
Gloaming
Glyph — TRELLIS.2 model render
Glyph
Guardian — TRELLIS.2 model render
Guardian
Halcyon — TRELLIS.2 model render
Halcyon
Hivemind — TRELLIS.2 model render
Hivemind
Lattice — TRELLIS.2 model render
Lattice
Leviathan — TRELLIS.2 model render
Leviathan
Lictor — TRELLIS.2 model render
Lictor
Magistrate — TRELLIS.2 model render
Magistrate
Maw — TRELLIS.2 model render
Maw
Meridian — TRELLIS.2 model render
Meridian
Monolith — TRELLIS.2 model render
Monolith
Mule — TRELLIS.2 model render
Mule
Nexus — TRELLIS.2 model render
Nexus
Nymph — TRELLIS.2 model render
Nymph
Obelisk — TRELLIS.2 model render
Obelisk
Odyssey — TRELLIS.2 model render
Odyssey
Praetor — TRELLIS.2 model render
Praetor
Prospect — TRELLIS.2 model render
Prospect
Radiant — TRELLIS.2 model render
Radiant
Reaver — TRELLIS.2 model render
Reaver
Scythe — TRELLIS.2 model render
Scythe
Sentinel — TRELLIS.2 model render
Sentinel
Seraph — TRELLIS.2 model render
Seraph
Shard — TRELLIS.2 model render
Shard
Singularity — TRELLIS.2 model render
Singularity
Sol — TRELLIS.2 model render
Sol
Talon — TRELLIS.2 model render
Talon
Terra — TRELLIS.2 model render
Terra
Tick — TRELLIS.2 model render
Tick
Titanhold — TRELLIS.2 model render
Titanhold
Tribune — TRELLIS.2 model render
Tribune
Vesta — TRELLIS.2 model render
Vesta
Vien — TRELLIS.2 model render
Vien
Void — TRELLIS.2 model render
Void
Warden — TRELLIS.2 model render
Warden
Wayfarer — TRELLIS.2 model render
Wayfarer
Worldeater — TRELLIS.2 model render
Worldeater
Xelomite Dread — TRELLIS.2 model render
Xelomite Dread

TRELLIS models — the armory (34 gear pieces)

Angel Plate — TRELLIS.2 model render
Angel Plate
Bio Symbiote — TRELLIS.2 model render
Bio Symbiote
Cloak Emitter — TRELLIS.2 model render
Cloak Emitter
Combat Shield — TRELLIS.2 model render
Combat Shield
Cronium Core — TRELLIS.2 model render
Cronium Core
Data Spike — TRELLIS.2 model render
Data Spike
Energy Blade — TRELLIS.2 model render
Energy Blade
Globals Device — TRELLIS.2 model render
Globals Device
Grapple Launcher — TRELLIS.2 model render
Grapple Launcher
Grav Harness — TRELLIS.2 model render
Grav Harness
Hyperdrive Module — TRELLIS.2 model render
Hyperdrive Module
Jump Boots — TRELLIS.2 model render
Jump Boots
Kinetic Carbine — TRELLIS.2 model render
Kinetic Carbine
Kinetic Sidearm — TRELLIS.2 model render
Kinetic Sidearm
Laser Pistol — TRELLIS.2 model render
Laser Pistol
Laser Rifle — TRELLIS.2 model render
Laser Rifle
Mono Edge — TRELLIS.2 model render
Mono Edge
Navcomp — TRELLIS.2 model render
Navcomp
Neural Jack — TRELLIS.2 model render
Neural Jack
Plasma Repeater — TRELLIS.2 model render
Plasma Repeater
Plated Vest — TRELLIS.2 model render
Plated Vest
Radiance Reliquary — TRELLIS.2 model render
Radiance Reliquary
Railgun — TRELLIS.2 model render
Railgun
Recon Weave — TRELLIS.2 model render
Recon Weave
Rocket Pack — TRELLIS.2 model render
Rocket Pack
Sensor Suite — TRELLIS.2 model render
Sensor Suite
Service Blade — TRELLIS.2 model render
Service Blade
Shield Generator — TRELLIS.2 model render
Shield Generator
Siege Plate — TRELLIS.2 model render
Siege Plate
Stim Injector — TRELLIS.2 model render
Stim Injector
Targeting Visor — TRELLIS.2 model render
Targeting Visor
Thermal Grenade — TRELLIS.2 model render
Thermal Grenade
War Maul — TRELLIS.2 model render
War Maul
Warp Forged Armor — TRELLIS.2 model render
Warp Forged Armor

Locations — in-engine authored scenes

Cryo Bay — in-engine location
Cryo Bay
Ember Wastes — in-engine location
Ember Wastes
Verdant Dock — in-engine location
Verdant Dock

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

How we’re improving — next steps

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.
  • TripoSG geometry + texture bake — cleanest silhouette, textured.
  • Faces & eyes — engine-side parametric eyes; a better face forge.

◉ Lighting & motion

  • Lighting + post — SSAO, soft shadows, tonemap, bloom, colour grade (lifts everything, mesh-independent).
  • Animation graph — blend trees, foot IK, secondary motion; beyond today’s single-pose procedural author.
  • Retargeted mocap — a library of quality clips onto the standard skeleton = fluid, non-robotic motion.
  • Per-weapon locomotion + hit/stagger reactions.

◇ Cleanup

  • Re-render defective models — the stray-vertex mid-render streaks.
  • Normalize TRELLIS bodies — orientation/scale for drop-in game use.
  • Portraits from models — every character has a matching face.

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

In active development · updated every build. Art & models generated in-house via a local neural pipeline (SDXL → TRELLIS.2 → UniRig), rendered in Godot.