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Space Station
The space station is more than a backdrop — it’s a living environment with its own rhythms, sounds, and changing moods. These systems subtly shape the atmosphere both inside and outside your shop, influencing foot traffic, customer behavior, and the feeling of...
Quests
Quests are the engine that drive all narrative and timed events on the station — from long‑form Patron arcs to small incidents like shipment delays or a visiting celebrity. They are structured as staged timelines, but instead of rigid “missions,” they are fle...
Design Overview
A relaxed, narrative‑driven shopkeeper sim in a space station, where the joy comes from small daily rituals, quiet observation, evolving décor, and relationships with a shifting cast of customers. You’re a steady presence in a huge galaxy, shaping small rippl...
potential survival events
player is defenseless leaving the main station to investigate a ship's SOS SOS that turns out to have been a warning ship room repurposed by alien biology, changing the environment acid/hole created through multiple levels of the station/ship one character ge...
Historic Timeline
T₀ | Breakthroughs High‑energy experiments reveal anomalous spacetime behavior that aligns with certain M‑theory–inspired models, suggesting that higher‑dimensional effects may play a role in physical reality. Controlled field experiments produce repeatable s...
Storytelling Goals
Reimagine Lovecraftian horror not as mysticism or madness but as the rational terror of contact with intelligences whose physics and cognition exceed human comprehension. The Others are ancient, deliberate, and powerful—entities not divine but technological at...
Occult Teachings
The “white-hole event” seen by humans is not just energy erupting outward but a dilation of a cosmic pupil. As spacetime thins, the true essence of The Others begins to seep through, altering not just the sky but the very fabric of consciousness, perception, a...
Prologue | Life-styles of a Bodega Astronaut
Dramatic Purpose Teach basic locomotion, interaction, dialogue, and network systems within a grounded, human workspace. Establish tone — mundane routine eroding into eerie unease. Introduce the recurring NPC (the man from the hauler) and the first threads of...
Arc 1 Seq 1 | Lockdown
Narrative Purpose Transition from the prologue’s catastrophe to active survival. Establish tone: silence → chaos → tense alliance. Clarify short-term objective: get out of the shop and reach the docked hauler. Deepen the cultist’s mystery while making him a ...
Arc 1 Seq 2 | The Hangar Bay
Narrative Purpose Transition from containment to exploration Emotional tone: Strained hope under collapse — brittle calm edging toward panic. Immediate goals: Reach the Cultist's docked hauler and escape the station. Mechanical purpose: Introduce the station...
Arc 1 Seq 3 | The Hauler
Narrative Purpose Shift from external crisis to interior tension and helplessness. Emotional tone: Exhausted, claustrophobic stillness punctuated by frustration and faint hope. Immediate goal: Assess the hauler's status and decide next steps after discover...
Arc 2 Seq 2 | Eyes in the Dark
Narrative Purpose Bridge moment on the journey to the reactor that provides a quick ethical decision and first glimpse of pacification’s psychological side effects. Emotional tone: Brief dread mixed with pity and uncertainty. Immediate goal: Decide whether...
Arc 2 Seq 2 | Through Fire & Flame
Narrative Purpose This scene bridges panic and competence — it's the team's first direct confrontation with the reactor crisis. Emotional tone: Urgency, confusion, awe, then emerging control. Narrative goal: Show the Technician's command of the situation w...
Arc 2 Seq 3 | Manual Moderation
Narrative Purpose This sequence serves as the culmination of Arc 2’s escalating crises — moving from containment to direct engagement with the heart of the station. Emotional tone: Exhaustion giving way to focus; determination under pressure. Immediate narra...
Arc 2 Seq 3 | Mini-Game
Setup Context: Automation is offline; the Technician must perform manual moderation to prevent reactor cascade. Environment: Reactor bay half‑flooded with mist and radiant heat. Three moderator vessels are arranged in a semi‑circle around a sealed containm...
Arc 2 Seq 4 | Reactor Epilogue A
Narrative Purpose Culmination of Arc 2's reactor crisis into fragile victory and group fracture. Emotional tone: Elation undercut by dawning isolation — relief to strategic divergence. Immediate narrative goal: Solidify companion traits and split the party, ...
Act Template
[Arc Title] Seq [#] | Sequence Title Narrative Purpose Brief overview of what this step accomplishes in the story and gameplay flow. Define emotional tone (panic, calm, discovery, dread). Identify immediate narrative or character goal. Specify any mechanical...
Arc 2 Seq 4 | Reactor Epilogue B
Narrative Purpose Bitter aftermath of reactor catastrophe, transforming technical defeat into fractured leadership struggle. Emotional tone: Defeat laced with blame — resignation to simmering resentment. Immediate narrative goal: Assign fault, trigger trait ...