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STAYING GROUNDED – PART ONE

Now:

Clere sits on the marble bench in the echoingly large marble-and-bronze Grand Hallway of the Transplanetary League headquarters. Her hands are clasped between her knees as she leans forward, elbows on her thighs. Her eyes are fixed on a point somewhere miles past the wall she is staring at.

That wall is covered in a huge bronze frieze. Central to it is the figure of Shae Duvane, cast in fierce metal many meters tall. She stands boldly, holding up a metaphorical lantern illuminating the sculpted planets and stars around her, and her wings arch behind her, a bit more butterfly-like than they actually were. Artistic license, Clere thought. Her delicate antlers are well-crafted by the long-ago sculptor, but are not quite the right shape either. Down by her ankle is a spot where hands have rubbed the patina from the bronze and it still shines.

“Ahem,” comes a voice from behind her.

Clere turns. There’s a diminutive and bookish Gertan woman there, looking nervous and lost. She wears enormous round-rimmed glasses as an affectation, and clutches a box overflowing with materials clearly destined for a desk.

“I’m new here… it’s my first day? I’m supposed to find Commissioner Bunten’s office? And I know there’s a ton of offices there on the other side of those doors, only I can’t find a directory anywhere, and the hallways are endless?”

Clere grins. “It’s a maze, alright. But Commissioner Bunten is out at lunch anyway. Your best odds of finding her are when she walks right past here in about half an hour.”

“Oh!” the Gertan squeaks. “I suppose I may be early? I didn’t want to be late on my first day?” She gingerly sets down the box, a glowing potted mushroom wavering out of one corner. Then she sits on the bench primly, staring forward.

Clere leans her elbows back on her thighs. Had she ever been that young? Ever?

“Is that Commissioner Duvane? The Founder?”

“Yeah,” Clere says.

“Wow.”

“They unveiled this a couple of hundred years ago, I guess it was some anniversary of the TPL’s founding.” Clere squints at the dates on the bottom of the frieze, but honestly, she doesn’t really pay much attention to dates anymore.

“She’s so…”

Imposing? Stern? Not like Shae at all. Clere suppresses a grin, remembering.

“Big.”

That gets Clere to laugh. “She wasn’t, you know. Not at all. Shorter than you. Shorter than most. But when she came into a room, you knew she was in charge. Her twin was the big one. I think that when they shared their mother’s womb, he stretched out and got all the space.”

The Gertan looks at her curiously. “You seem to know a lot about her.”

Clere shrugs. “I know a lot of history,” she says. Easier that way.

The Gertan looks back up at the sculpture. “She did so much? And she saved us all? She must have been such an amazing person? So noble and high-minded!” The look on her face, her mouth just slightly open is one of awe and worship. Another true believer, Clere thinks.

“She was,” she says noncommittally.

“And she looks so regal and beautiful and put together and her dress drapes just perfectly and… oh, what am I doing here?” the Gertan exclaimed, throwing her hands out and nearly knocking her box off the bench. “I don’t deserve to be here, and I can’t live up to… to something like… like her!”

Clere laughs again, then reaches out an arm to steady the girl, who is clearly having a nervous crisis about her first day in the Department of Special Projects. “You shouldn’t worry. Here, let me tell you a story…”

*

Then:

Shae Duvane wiped the sweat dripping into her eyes from her unruly mop of lanky hair. It didn’t work very well; all she managed was to smear more engine grease across her face. It was hot in the organic metaformation chambers, really fucking hot, and if she leaned against any of the nutrient vats she’d probably blister within minutes.

The heavy clanking sound of a Servitor workerbot hex-wobbling across the chamber deck grew louder, then began to fade again as it rounded a corner past the next row of vats.

“Bram!” she hissed. “It’s gone. We have five minutes and twenty seconds. Hoist me up.”

Her enormous twin said nothing, as usual, just unfolded his huge bulk from the floor where he had crouched to hide. He was dripping with sweat even more than she was. His small translucent wings drooped in the heat.

She scrambled up his back, careful not to tug the wings too hard – they were surprisingly sturdy for all they looked like gossamer – and balanced her tiny body on his shoulders, as he lumbered up to stand tall. From here she could see over the edge of the nutrient vat. It was bubbling and purple, fragrant with the scent of protein. “Perfect,” she whispered downwards. “We picked the right one, it’s the purple goop.”

“Yum,” Bram said, and handed up the first of the buckets. Shae bent over the edge of the rim carefully, laying her belly on the heat-proof cloth they had brought. It was a stretch to reach the surface of the goop. And if she fell in, why, then someone else would get to eat her later.

She scooped out the warm liquid with a ladle, filled buckets and twisted the lids tight so none of the precious food would spill, then passed them back to Bram. As she did so Shae ran down the list in her head. Three scoops for the little ones that lived in the air vent, the ones whose mother was blinded by that laser matrix last year. They were always underfoot, and after she got stepped on by one of the granary Servitors, the mother was literally underfoot too. Oh, that was terrible, shame on her for thinking that up.

She giggled to herself, then flapped her wings a bit to keep her balance as she kept scooping and keeping count. Seven for the elders who huddled by the grates where the gases vented. Bucket full, hand it down. Five for the clannish folk over near the gearshafts. One for the brownie-fella in his hidey-hole, even though he was such an asshole. And two for her and Bram to share, though he’d slurp most of it and she’d only need half a scoop because she was only half-size…

A massive grinding sound began just as she dipped the ladle for the last time.

“Shae!” Bram rumbled from below her, reaching up with his huge arms. Too late though — all around them the vats were corkscrewing down into the ship’s bowels, giant lids sealing them off to keep the goop enclosed on its journey to… somewhere else in the ship. Shae clung to the rim of the vat and was swept away from Bram’s shoulders.

She was still leaning half-in to reach the liquid’s surface, folded over the rim. She flapped her wings frantically – by Goedwig, if they only actually worked – and watched the rapid approach of the crushing metal. Nothing to push against, and one hand was full of the ladle anyway. She tried pushing up with the other against the interior of the vat but all she managed to do was slide it down the hot metal and burn her hand. Too slick. She popped her fingers into her mouth, licked the goop off, and tried not to get too dizzy as the world whirled around her.

The lid was a handspan from her face. She stared the edge of the metal down. It didn’t retreat. She was going to get sliced in half, and one half of her would go to the stars in purple soup and the other half would fall to the floor and get cleaned up by a robot janitor later.

Then she felt a strong grip around her ankle, and Bram tugged her from the vat. She flew backwards, crashing into his face and chest. She tried to hold the ladle tight, but couldn’t keep hold of it.

They went down together on the floor, and purple goop went all over Bram’s face.

“Yum,” he gasped.

She started to laugh, but the new vats were descending already, blurring down from the ceiling. They rolled out of the way just in time to avoid being decapitated by the fresh vat, and came to a stop against the buckets.

Shae lay there, staring at the ceiling, panting. Above her, the incomprehensible pipes and gears of the Servitor ship made a vast ceiling.

Bram groaned and clutched his head.

“What’s wrong, are you okay?” She quickly checked him over. He wouldn’t take his hand from his head. She peeled his fingers back gently; he let her.

One of his antlers had gotten caught under the descending vat. Some had snapped off. It was gone into the vast machinery. He’d have a fierce headache, for a while, and it probably twisted his neck, but the vast force had made it happen quickly, with a clean break. Luckily, he was not in velvet.

She hugged her twin brother fiercely. “You’ll be fine,” she said, putting on a brave face. “It’s mysterious and handsome.”

Bram just groaned, sat up, and grabbed the heavy buckets.

Together, they walked. Or rather, Bram walked, eyes tight with pain, and Shae limped after him, wings drooping. They walked through mechanical tunnels, past grates and the sound of hex-wobble feet, under angular arches and through vents with hinges grown loose with frequent passage. Through the vascular system and the bronchial tree of giant mechanical life.

Beyond it all, there was probably a starry endless sky, but she wouldn’t know. She was a ship Fae after all. They lived like fleas on the back of the Servitor ships that tended the countless planets of the Old Ones. And sometimes they got crushed into red goop to go with the purple. She wiped her face angrily. The slime on her sleeve would be her only dinner.

A few days later, there was a Rendezvous. A Servitor meeting a Servitor, each of them full of other Servitors. And of Fae, their fleas.

The vast Servitor tenders moved between planets, replenishing genetic material and pruning away mutations that did not fit the Old Ones’ template. From time to time they exterminated worlds that were infected with their Adversary, scooping up vast screaming blobby masses of tentacles and flowers that insisted they did not want to die, then scouring the planet to the bedrock.

Shae suspected that the purple goop might be stewed Adversary, but she kept that to herself. It tasted too good.

Rendezvous was a time for Fae to pair off into couples, swapping ships. For families to migrate, to get on different stellar circuits and visit different worlds. When the Servitors reached a world that needed harvesting to keep the ecological balance, massive oblong threshers would descend. Fae would ride them down, gather fresh food, scavenge what they could, and try to make it back to the threshers before they took off.

Sometimes, they didn’t make back in time. The threshers didn’t care. All Fae knew the Servitors were perfectly aware they harbored these parasitical populations. They just largely ignored the Fae, unless they got in the way. And if they did, a different robot would be along later to clean up the mess.

Over the generations, Fae had mapped out the routes and the timings. They knew how to hop from ship to ship to reach specific destinations. And some Fae had decided they preferred to live hidden on solid ground rather than enclosed in flying metal boxes.

Now Bram had decided that too.

“I can’t anymore, Shae.” He shook his head. She had tied a scrap of cloth around his broken antler, as a joke, and it flapped around rakishly. “I miss the sky.”

“The sky? The sky, Bram? The sky that our mother was looking at when the thresher mowed her down? When our da tried to save her?” She was furious, furious that her twin was abandoning her.

“She loved the sky, and the birds, and the wind.”

“Staring at birds is what got her killed, Bram! She got caught up daydreaming again, got distracted, and…” Shae blinked away tears. “Staring at the sky is dangerous, Bram. You have to stay grounded, be practical.”

Around them there was the bustle of upcoming Rendezvous. The elders had decided to split up, and some would ferry the orphaned children to the other ship, where there were young parents who could take them in. Molecular compressor crates were being packed far fuller than seemed physically possible, and there was the excited buzz and chatter of folk ready to see relatives and friends.

He took her trembling fingers and pulled them into the grasp of his huge hands. “I’ll come back.”

She looked him in his big sad eyes. “You had better, Bram.”

“Queen Mab will keep me safe,” he said, quite seriously.

Shae rolled her eyes. “And she’ll open a door in an oak or a hawthorn and bring us all home to the world under the hill and past the veil.”

He looked hurt. Bram took that stuff far more seriously than Shae ever could. She punched him in the arm. “You’re a dreamer too, Bram. That’s what this is about, isn’t it. You’re on the quest for Tír na nÓg.”

He cracked a grin, shook his heavy head.

“Just need the fresh air.”

And with that, he stood, hefted a pack across his shoulder, tousled her hair, and left down the tunnel, striding after the chattering elders who were shepherding the kids. From there he would await yet another Rendezvous, then would ride a thresher down to an inhabited planet, where one of the many human cousins lived. He would live among them hidden. A ground Fae.

COLORING STARS REACH

What goes into the art and style of Stars Reach?

And what can you expect in the future?

Join us as we interview Magnus Hollmo, the Art Director of Stars Reach, to uncover the creative vision behind the game!

https://youtu.be/QYTD0gENtSk

HYUGONS

The Hyugon species has been one of the trickiest for us. We knew we wanted to have one “alien” species derived from classic Greens and Grays in some way, or for them to at least echo the spirit of older sci-fi back when special effects for aliens basically consisted of simple prosthetics and funky colors of makeup.

But Greens and Grays don’t have much to work with for character customization! And if we weren’t careful, we’d end up crashing into Andorians from Star Trek or Mantis from the MCU.

The big black eyes of course made us think of insects, so we market-tested down those lines. Turns out, people don’t like the idea of playing as a bug, if it gets too insectile. And it got insectile pretty quick.



On the other hand, there was something very much in keeping with our sci-fi inspirations in the Hyugons. The “vibe” of retro sci-fi that we wanted was there, when we played around with them. We did several takes on them that were basically very human, except for skin color and antennae.

Interestingly, they were great inspirations for clothing and fashion. In fact, eagle-eyed testers may have spotted a Hyugon long ago on our website, hiding in plain sight – one of the ones below! She’s gone now, but still there in our hearts.



Playing with marrying the green, the big eyes, and the notion of insectile antenna ended up promising. There’s a lot of variation you can do that can convey different silhouettes at a distance. And silhouettes is one of the most important qualities in creating a cool avatar. Especially in a game where you can dress any way you like, it matters that the body shape and unique characteristics convey something readable at a decent distance.



On the other hand, we have another couple of species that make use of head attachments – not antennae, but the Gertans for example have horns. So making sure that all three sets of head attachments were visually distinctive was a key thing.

For a while we explored making them “chibi,” but it didn’t feel right. Greens and Greys are elongated, not short. Players do tend to want at least one choice that is very short, so we’d have to find a different way to fulfill that desire.



Green also led us to explore plant-like qualities in them. This opened up new and (we think) fresh ways to offer distinctive touches. Little leaves, thorns, and different shapes for the antennae give a very different quality than insectile does.



Candidly, we don’t think we are done with the Hyugons! It feels like there is still more to explore visually, and we want your feedback. I’ll tell you though, the exploration yielded one of my favorite bits of concept work we’ve ever done. We did it fairly early on, when we had not yet really explored all the variations, and the Hyugons still looked more human than anything else. Even so, it landed so much of the vibe that I still love it.

Plus, it shows off some of the customization choices that our regions system allows in the clothing!



HANSIANS: BEHIND THE SCENES

We just unlocked the Hansian species as one of our stretch goals for our Kickstarter. We have been working on developing the other species we want in the game for a long time now, and have always hoped to have eight in place. Eagle-eyed players spotted the appearance of a Hansian in our recently posted lore story “Interdicted.”

When we started out, we set in place some guidelines for player species:



We had to stick to relatively humanoid shapes, so that we can share all the clothing and other assets across all of them. For a small studio, having eight times the load on every player animation, piece of clothing, or hairstyle would be prohibitive. We knew that players would probably be a bit unhappy about this, because everyone loves variety, but it’s just a reality of development.



We also wanted each species to represent a bit of a personality archetype we could play with – something easy for players to identify with, but also something they could contradict and play against. For the Hansians, this is very much about being a free-spirited, go-with-the-flow people.Many of the concepts we worked on didn’t have that vibe: they instead came across as stern, or old, or threatening, none of which were the personality type we wanted.

Lastly, we also want all our player species to be cosplayable on a budget. There are designs that are just outright very hard to make work as costumes, and we want to think for the long term and plan for success.



For all of our species, we have been quietly running focus tests with small groups for years now. A lot of the images you see in this article are from those tests. We would provide a few alternates to the panels, we’d ask them to rank them against each other and also against other species, and so on. The written feedback would inform the directions we took.

Our earliest versions were very very fishlike, but feedback showed that relatively few people actually want to play as something quite that alien. The farther you go from human, the more important it is that the result be compellingly cute or appealing in some way.



The breakthrough came with the image above, what we ended up calling the “princess” take on the species. We had always wanted to reflect the colorful variety of tropical fish. In fact, we used cosplay reference where the cosplayer used glitter makeup applied through netting to create the illusion of scales. That ended up reflected in the speckled pattern on the forehead.

That first take was visually appealing and hit the marks we were aiming for, but it wasn’t really set up to work with character customization, which adds an additional layer of constraints. This is where you move from pure concept work unbound by restrictions and more in the direction of pre-production, where you have to make some compromises in order to achieve the feature set you want. So the next stage was all about iterating in ways that got us the features and still captured the spirit we wanted.

In the end, we are pretty happy with where we landed – including the ways in which we can push color, support diverse hairstyles, and support varied body shapes.



[h2]HOMEWORLD: BONSURF[/h2]
[h3]CULTURE[/h3]

Hansians learned to “go with the flow” from their nomadic ancestors. Once one large tribe, Ancient Hansians learned to live with the whim of their planet, whose weather patterns and currents left Hansians sailing in search of dry ground. The nature of change and “going where the water [i.e., life] takes you” is something Hansians appreciate, and everyone from philosophers to artists to scientists to pop singers have waxed poetic about it.

Hansians are also big on sharing, something else they learned from their ancestors. Because Ancient Hansians were often low on resources, if they did not make sure everybody had enough to eat or proper clothing, friends and family wouldn’t survive. While sharing is an important part of Hansian culture, there is a phenomenon dubbed “Hansian caring,” which is the equivalent to the Terran “Minnesota nice.” Sometimes, one just wants to be selfish, even though it’s taboo. Hansians are great at hiding their selfishness and willingness to not want to share.

Homeworld Bonsurf limited Hansians to mostly seafood, fruits, and vegetables. Going off-world exposed them to the wonders of other cuisines and ingredients, and many Hansians consider themselves foodies. Hansians have their own takes on the cuisines they’ve been introduced to. They find noodle and pasta dishes especially versatile and an excellent showcase for traditional Hansian ingredients. Hansian ramens are popular dishes across the Garden.

APPEARANCE CUSTOMIZATION FOR CRAFTING

You’ve only seen “basic crafting” so far, and it’s not even complete yet. So let’s start this article with a brief overview of the sections for crafting.

[h2]ACQUIRE THE RECIPE[/h2]
Recipes are known by everyone (with rare exceptions). But having the skill to actually craft that recipe is something you have to unlock by climbing one or more of the Artisan skill tree branches. Once you know how to craft something, you go to the next step.

[h2]CHOOSE YOUR INGREDIENTS[/h2]
Different resources have different characteristics. The recipe you’re building will result in an item that is greatly influenced by the characteristics of the ingredients you choose to use. For example, using Aluminum in a tool might influence its weight, but using Titanium will make it stronger, and Cobalt might change the appearance of the weapon in interesting ways. Additionally, the Titanium (for example) that you find on “Rodin IV” might differ significantly in statistics from the Titanium you find on “Gaiamar”.

Once you’ve decided which resources to use, you’ll use the basic crafting system to make the item. After it’s created, it is stamped with your Maker’s Mark and you’re done with the basics.

At this point, you’ve already made some appearance choices, depending on the ingredients you chose and how they are applied to the item. (For example, that laser pistol barrel that you used Cobalt for might have a blue sheen to the metal, whereas if you made it from Iron instead, it might appear a gunmetal grey. Did you choose wood or metal to make the pistol grip? Etc.)



[h2]ARTISAN CRAFTING[/h2]
When you decide to push your design forward with more effort, you enter into the Artisan Crafting section. There’s a lot to this section, but suffice it to say that what you’re doing here is tinkering with the design and trying to find ways to make the device more efficient, the widget stronger or lighter weight, or the clothing more durable (as examples).

The process isn’t foolproof and you might even end up destroying the item you’re working on, but the goal is to make something that’s a standout achievement, a truly Artisan-level item.

Once you’re successful at that, then you finally get the option to fine-tune the appearance of that Artisan item.

[h2]ARTISAN ITEM APPEARANCE CUSTOMIZATION (THE STRETCH GOAL!)[/h2]
Your device is already stamped with your Maker’s Mark, but there’s a lot more you can do to customize the appearance of your items.

Every crafted item has regions on it that can be visually customized with appearance paints, dyes, and you can even select from textures. It doesn’t matter if you’re making a power station, a shirt, a quantum rifle, or a starship engine, you can craft the appearance to be the way you want it at this point.

From clothing to weapons to tools, you can colorize and texture your items extensively.

There may also be some modular aesthetic choices you can make as well (like swapping out a barrel or power supply style, or having a high collar on a coat instead of a low one).

Everything can be aesthetically customized…even building tiles.

When you’re done with all of your aesthetic choices, you can then name your item, and write a description for it, all of which will be available for your customers to see if you sell it to them (or just to make you grin when keeping it for yourself).

Since players are always interested in both stats AND appearance, and because you, the crafter, get experience based on how often a player uses the items you create, it is absolutely in your best interest to create things that are strongly appealing to other players.

These aesthetic and lore elements you add to your items will definitely assist you in the goal of becoming a world-reknown crafter.

We did a deep dive into extreme modular functionality, but the crafting process
was inordinately complicated and the art burden was just too great. Maybe next game. 😉