1. Dead in Antares
  2. News

Dead in Antares News

What changed since Dead in Vinland? + Supporter's Pack announcement!

[p]Hello survivors![/p][p]There are only a few days left before the release of Dead in Antares and we couldn't be more excited![/p][p][/p][p]We know some of you played Dead in Bermuda and/or Dead in Vinland (and we thank you for that Less RNG[p]One of the main feedback was the RNG that was very present in Dead in Vinland, and the fact that sometimes, the game could really hit you with... "not pleasant" events and more![/p][p][/p][p]Now, in Dead in Antares, you'll be able to see exactly what will happen to your characters, whatever the choices you make; this is true both while working at the camp and during explorations. That will allow players to have more control on their actions and what happen to them.[/p][p][/p][p]One other feedback we got from Dead in Vinland was the fact that some events could be a bit harsh to some players (yes, we all remember Eirik nearly killing himself while picking up wood).[/p][p]In Dead in Antares, we still have events affecting your characters that can occur at the fringe of your grasp, but they are much more forgiving than before.[/p][p][/p]
Combat version 2.0
[p]Combats are back in Dead in Antares, better than ever! Not only did we improve the animations, and the whole system, we added a NEW feature: the power surge.[/p][p]This ultimate ability can turn the tide in the battle, inflicting major damage, or nerfing your foes, and more! Each character has a different power surge, so definitely try them all![/p][p]We also expanded the combat system by adding battle passives (obtained by levelling up) so it's up to you to make the best characters![/p][p][/p][p]And what's that?[/p][p][/p][p]That's right. By uprading your classes in the Laboratory, you'll be able to unlock new skills for the combat, making the combat in Dead in Antares more customized than ever![/p][p][/p]
Goodbye Fire! Hello Energy!
[p]In Dead in Vinland, the fire of your camp was CRUCIAL. You not only needed it to boil water, but if it died down, it could lead to catastrophic outcomes.[/p][p]In Dead in Antares, relying on fire would be not only anachronic, but it would also not be interesting from a design point of view, as the introduction of science in Antares meant having the possibility to use new mechanics that were not possible previously.[/p][p]The Energy is your new crucial resource in Dead in Antares. It will refillevery night, but you'll also need to generate it during the day if you need some surplus, as some of the camp stations also require it: the workshop, the laboratory, the radar,... And you'll also need energy during the night if you want the temperature of the shelter to be perfect in case of extreme weather![/p][p][/p]
Exploration revamped!
[p]Exploration has been completely reworked since Dead in Vinland.[/p][p]Now, every day in the game, you'll be given the opportunity to send 3 characters on an expedition, only if you have enough water. At the start of the game, you'll only be able to explore one place each day, but that'll be improved as you make progress in the game.[/p][p]That means that only one of the three selected characters will be able to interact with the entity you will find during the exploration! [/p][p]This has two consequences:[/p]
  • [p]You'll need to not only pick a good team for combat, in case you find enemies along the way[/p]
  • [p]And that team will also need to be balanced for the entity you will find![/p]
[p]Fortunately, if none of your characters has good stats for the entity, you'll be able to come back later, but you'll need to do a new exploration, so this is far from being the ideal solution.[/p][p][/p]
Let's do science!
[p]In Dead in Antares, your characters will be living (mostly barely surviving) on an unknwon planet, full of dangers, but also of opportunities that could save them in the end.[/p][p]Thankfully, this group of survivors have among them the best scientists on Earth, who will happily analyze items and resources they will find on the planet and how they can use it in the Laboratory! (And to be honest, they would rather spend their time in their lab analyzing weird stuff than being out in the wild meeting deadly creatures).[/p][p]You'll also find a new resource: knowledge.[/p][p][/p][p]Knowledge will be obtained by identifying items in the laboratory and discovering areas using the radar.[/p][p]This knowledge will be essential when using the workshop and upgrading your battle classes in the Laboratory. [/p][p][/p]
A full crew of 10 characters
[p]In Dead in Antares, you have a full crew of 10 characters that you will need to keep alive up to the end of the game. This is a very big change from Dead in Vinland where only the Family (the 4 main characters) needed to stay alive.[/p][p]This allowed us to have way more control on the narration of the game and make it very different than in Vinland, as each character will play their role in the story.[/p][p][/p][p]We know some players liked the fact that each playthrough was different by the choice of which secondary character would join the camp.[/p][p]However, that allowed us to be way more ambitious in another part of the game...[/p][p][/p]
RELATIONSHIPS
[p]In Dead in Vinland, most of the relationships were between member of the family and recrutable characters. We managed to alleviate this with one of the DLCs of the game, but it was very complex for players to watch all the scenes.[/p][p]In Dead in Antares, one of the things we committed to was to have relationship dialogues between EACH pair of characters. [/p][p]This is something we're very proud of, as the "Dead in" series has always been about "A group of different characters actually living together".[/p][p][/p][p]In Dead in Antares, we're very proud that each pair of characters will have a different relationship: great friendship, rivalry, romance... You name it![/p][p][/p][p]Characters with a good relationship wil have more bonuses when working together, and the main gameplay advantage is that they will earn more XP by working together, so there are only great benefits to increase their relationships![/p][p]As Dead in Antares is a BIG game, you probably won't be able to see all the different relationships events in one run, so... it's up to you to increase the relationship of your favourite pairings![/p][p][/p]
Dead in Antares - Supporter's Pack
[p]For fans of the game, we will also release a little DLC called "Supporter's Pack"![/p][p]This DLC will have:[/p]
  • [p]The OST of the game[/p]
  • [p]A special cosmetic battle skin for Amelia[/p]
  • [p]And a very special robot that will join your camp[/p]
[p]This very cute bot be unlocked during the first days of your adventure on Antares Prime. It's mostly cute and will bring you some happiness just by looking at it. (yes, it's very cute)[/p][p]Yes, you can pet the bot.[/p][p]And if you pet it enough, once a day, this bot will give you a little bit of resources. Not a lot, but it's doing its best.[/p][p][/p][p]This supporter's pack will be available to buy when Dead in Antares releases on Steam, on February 19th! [/p][p][/p][p]Dead in Antares releases next week, so be prepared![/p]

Captain's Log #09 - Camp Stations (pt.2)

[p]Hello survivors![/p][p]Dead in Antares releases in... 3 WEEKS! January felt like it has lasted for 6 months, and at the same time, it went by SO QUICKLY.[/p][p]So yeah, it's the finish line for us. A ton of last details to polish, final testings... We're on time, but we're not wasting a single minute before the release :)[/p][p][/p][p]And today, we want to talk about even more work stations in the camp! Choosing who will work in which stations, in which order, will be crucial in your survival, so you don't, you know, die of starvation or any other horrible cause you might meet in the game.[/p][p][/p][h3]Recreation Area[/h3][p]Chilling out with companions in misfortune might be just what everyone needs at some point.[/p][p][/p][p]Your characters will be under a LOT of stress in the game, as they're thrown in an unknown part of the universe, fighting creatures, aliens, as the fate of humankind rests on their shoulder, with 0 certainty they will ever go home one day...[/p][p]So, the recreation area is the best way to decrease their stress! That station will always require 2 workers! And the more communication your characters have, the more stress they will remove![/p][p][/p][h3]Pro Cooker[/h3][p]A balanced diet is highly recommended for optimizing survival chances in hostile environments[/p][p][/p][p]That camp station is very practical, as it doesn't require any worker in it! [/p][p]All you'll need is some energy and the required ingredients! And if you manage to upgrade it enough, you might be able to make even more complex meals! You'll be that close to having the best foodtruck on Antares Prime (okay, it'd be the only one, and it's not even a truck, but you get the idea)[/p][p][/p][h3]Gathering Camp[/h3][p]Xenofruits may not be very nutritious, but those that aren't lethal pack plenty of vitamins.[/p][p][/p][p]Frutis will have several uses in the game, but they're a very easy to get resource, especially in the early game![/p][p][/p][h3]Hunting Camp[/h3][p]All the gear needed to hunt, or to be hunted, depending on the hunter's luck[/p][p]The Hunting Camp is the best way to gather some meat, which is another resource essential to manage your hunger! Don't forget a lure![/p][p][/p][h3]Fishing Camp[/h3][p]What contributes a fish on this planet is open to debate, but if it can be eaten, it probably counts[/p][p]Similar to the hunting camp, you'll only need a bait to get plenty of fish from the "lake". (for our sanity, we'll say those are totally normal fish from a totally normal lake).[/p][p][/p][p]Keep in mind that similar to Dead in Vinland, material and food stations will need some time to be replenished, so don't spend all your time hunting and fishing![/p][p][/p][p][/p][h3]Pen[/h3][p]The slobbery secretions are their way of showing affection in return of the care they receive[/p][p][/p][p]I'm sure some of you remember the VERY CUTE sheep from Dead in Vinland. They're unfotunately not back in Dead in Antares (yes, sad).[/p][p]However, Noemi has found some adorable (her words) slugs that are incredibly friendly. And cute, we must admit.[/p][p]So, the pen will give you some very precious resources:[/p]
  • [p]Eggs[/p]
  • [p]Raw Meat[/p]
  • [p]Mucus (that is used to feem them!)[/p]
[p]Their sheep will have an influence on the resources they produce, so you might want to keep slugs from all ages![/p][p] And yes, making raw meat out of them will make you sad, but it's up to you.[/p][p][/p][h3]Garden[/h3][p]To grow your own food is a supreme luxury on Earth. Here, it's simply a matter of avoiding starvation[/p][p]Thanks to the garden, you'll be able to get some very precious resources:[/p]
  • [p]Plants[/p]
  • [p]Vegetables[/p]
  • [p]Silk[/p]
[p]However, before cultivating anything, you'll first need to plow a plot![/p][p][/p][p]Then, once your plot is plowed (congrats!), you'll need some seeds, and then you'll need to choose which resource you'll want to cultivate.[/p][p]Once you've chosen your resource, you'll need to wait a few days for the growth to end. However, be careful of the dryness and the parasites! [/p][p]You'll need some fertilizers and pesticides to make sure your plot isn't destroyed![/p][p][/p][p]Once your growth is at 100, you'll be able to assign a character to harvest your resource![/p][p][/p][p][/p][h3]Mining Station[/h3][p]Extracting valuable ore was the point of the whole mission. But not like this.[/p][p][/p][p]Ore is one of the most precious resources in Dead in Antares, and you'll need to mine and process it. Often.[/p][p][/p][h3]Carbon Station[/h3][p]Let's pretend we can collect what we need without harming too many carbon-based lifeforms.[/p][p]Similar to the Mining Station, the Carbon Station will be used to collect and process carbon, another crucial resource in the game![/p][p][/p][p]Botany Station[/p][p]This is quite similar to growing plants in the hydroponic vats, but for adults.[/p][p]The botany station will not only be used to collect and process plants, you'll also be able to use those plants to create a random healing powder![/p][p][/p][h3]Polymer Station[/h3][p]Polymerization of various local substances can provide many useful materials.[/p][p][/p][p]This station will let you collect and process polymers, which are one of the brand-new resources you'll find in Dead in Antares, and they have many applications, thanks to their elasticity and toughness. [/p][p][/p][p]Aaaaand that's all for the work stations! Phew, that was a lot, wasn't it?[/p][p]And I haven't mentioned what they do once upgraded... You'll discover it by yourselves, when Dead in Antares lands on Steam on February 19th, in 3 weeks![/p][p][/p][p]Take care, survivors!

Captain's Log #08 - Camp Stations (pt.1)

[p]Hello Survivors![/p][p][/p][p]2026 is finally upon us, and next month we will finally release the THIRD instalment of the "Dead in" series. [/p][p]On the production end, we still have about a million things to finish and polish, as the team wants Dead in Antares to be the BEST and most advanced episode to date. [/p][p][/p][p]Today, we wanted to talk about the camp stations of the game, as you will spend a LOT of time in here, planning your next actions. There are some new ones, but also some returning ones that have greatly evolved since Dead in Vinland![/p][p][/p][p]Since we have a LOT of camp stations, I'll cut this blogpost in two parts![/p][p][/p][h3]The Shelter[/h3][p]The Ixion's living quarters, or at least, what's left of them. Probably the safest place on this merciless planet.[/p][p][/p][p]The Shelter makes its return in Dead in Antares. Your characters will spend a LOT of time in it, as that will allow them to take some rest and lower their fatigue.[/p][p]One important thing I need to mention is that the air of Antares is not safe to breathe for humans. That's why your characters will need air filters to go outside the Shelter, whether it's to work in the camp, or to go and explore the planet.[/p][p]Thankfully, the Ixion came with 5 air filters, and according to Liu, if they find the right materials, they might be able to craft some more.[/p][p]This means that once you have more than 5 characters in your camp, some characters will need to stay in the Shelter so they don't, you know, die from suffocating.[/p][p][/p][h3]Generator[/h3][p]In ancient times, humanity could rely on fire for survival. It's been replaced by this much more complex but equally virtual contraption.[/p][p]Energy is a brand-new resource introduced in Dead in Antares, and it's a VERY precious one, as some camp stations will need some to be operated, as well as the thermostat in the Shelter.[/p][p][/p][p]Every night, you'll get some energy from your shelter, but you'll definitely need to generate additional energy thanks to the generator to use your equipments in the best way possible.[/p][p][/p][p][/p][h3]Water Tanks[/h3][p]Luckily, the Ixion-1 crashed in a place where dihydrogen monoxide is available, even if it's full of alien germs.[/p][p]Fans of Dead in Vinland know this one really well ;) Every day, your characters will be dehydrated if you don't give them water. You CAN try to give them 0.5 ration of water, but they will still have a chance to be dehydrated.[/p][p] [/p][p]In Dead in Vinland, you could clean your murky water thanks to fire. In Dead in Antares, fire is replaced by energy! Murky water is still drinkable, but the digestive systems of your characters will NOT like it.[/p][p][/p][p][/p][h3]Forge[/h3][p]An advanced additive manufacturing module capable of printing or assembling anything. Theoratically.[/p][p][/p][p]Thanks to the most advanced technology on earth (and to be honest, the brilliant minds of Polina and Liu), your characters will be able to forge pretty much anything they might need on this deadly planet: materials, healing resources, battle objets, and more! [/p][p][/p][p]One very useful feature in Dead in Antares is the "Production Queue". As some items will be quick to make, we made a system so that you can choose what the character can start working on after they're done.[/p][p]This system is also present in the workshop![/p][p][/p][h3]Workshop[/h3][p]It may be hard to rebuild a spaceship with such basic tools, but there aren't many options.[/p][p][/p][p]Upon your crash soft landing on Antares Prime, you will only have a small number of work stations available. Those stations might do the trick to survive a couple of days for 3 people, but that will NEVER be enough for a whole crew of 10 people who need a full camp with lots of equipments to do more than barely surviving.[/p][p]The workshop will let you build additional camp stations, as well as improving the ones that are already built![/p][p][/p][h3]Laboratory[/h3][p]There are tremenous amounts of new data to study, whether it's for science or simply for survival.[/p][p][/p][p]You will find a LOT of unknown materials and objects on Antares Prime, and according to Polina, your crew will most likely find a use for them. But they will need to be analyzed. That's where the Laboratory comes in![/p][p]This work station will also let you upgrade your battle classes![/p][h3][/h3][h3]Radar[/h3][p]This crude repurposed sensor module will be useful to cartography the surroundings of the crash site.[/p][p][/p][p]The radar is actually the very first work station you will build during your first day in Dead in Antares. This station will let you explore more areas on Antares Prime so you can discover the many mysteries surrounding this planet.[/p][p][/p][h3]Tutoring Space[/h3][p]Putting everyone's expertise in common might be an essential asset for the future.[/p][p][/p][p]The Tutoring Space will allow the characters to gain an XP boost, However, you'll need one teacher and one pupil to make this station work![/p][p][/p][h3]Infirmary[/h3][p]Surviving an alien planet after a sudden crash is no small feat. Emergency care will come in handy.[/p][p]On Antares Prime, you'll get injured or sick on many occasions. It's not like you're here for a nice vacation, but yeah, dying is not an option.[/p][p]Even though you may have some medicine to give you a small heal, nothing's better than the infirmary when it comes to feeling better. However, just like the tutoring space, this station needs one "Medic" (William would be the best choice, but sometimes, he may have other things to tend to, so other characters will have to do the job), and one patient.[/p][p]Each time you use that station, you'll have the choice to either cure sickness or injuries, and you'll respectively need an antibiotic or a bandage so the medic can have some healing supplies to work with.[/p][p][/p][p][/p][p]Aaaand that's it for today! Next time we'll talk about the other camp stations![/p][p][/p][p]As you can see, there are some stations that you might recognize from Dead in Vinland, but others are entirely new and bring a whole new level of depth in Dead in Antares.[/p][p][/p][p]Take care!

Captain's Log #07 - The Sounds of Dead in Antares

[p]Hello everyone and welcome to this last devblog before the holidays! We will all be taking a well deserved break as we’re entering the final lap of the development of Dead in Antares.[/p][p]Starting in January, our devlog will be released at a faster pace, as we still have some very cool things to show you before you can put your hands on this game 😊[/p][p]Today’s blogpost is very special. For those who already tried the demo of Dead in Antares (and if you haven’t, you definitely should!), you may have noticed that the music in the game is very special.[/p][p][dynamiclink][/dynamiclink]For this game, we’re working with our dear collaborator Antoine BOUCHERIKHA. Antoine has been working with us for more than 3 years, and he’s basically been our sound magician. He not only created amazing sound effects for several of our games, but he also composed the OST of Dead in Antares.[/p][p][/p][p]First of all, can you introduce yourself and tell players what’s your role on Dead in Antares?[/p][p]My name is Antoine Boucherikha, I’m a composer and sound designer, and I worked on the original music and sound design for Dead in Antares. My role was to create the sound identity of the game and make sure the soundtrack supports both the atmosphere of Antares Prime and the player’s moment-to-moment decisions.[/p][p][/p][p]What were your biggest inspirations for the music of Dead in Antares?[/p][p]I was inspired by a mix of science-fiction soundtracks (Outer Wilds, Subnautica), experimental electronic music (Oneohtrix Point Never, Autechre), and ambient composers (Brian Eno or Sigur Rós). I also took a lot of inspiration from nature sounds and ecological systems, even if Antares Prime is fictional. The idea was to blend something alien and unknown with something organic and emotionally grounded.[/p][p] [/p][p]What are the main instruments players will be able to hear while managing their characters in Dead in Antares?[/p][p]Players will mainly hear acoustic and electric guitars, synthesizers, modular textures, evolving pads, and processed organic sounds. There are also subtle percussive elements and drones, often created from heavily transformed acoustic sources rather than traditional instruments.[/p][p][/p][p]You did “modular music” on Dead in Antares, can you explain what this means exactly?[/p][p]Modular music means the soundtrack is built from multiple musical layers that can be combined, removed, or transformed in real time. Instead of playing a fixed track from start to finish, the music adapts dynamically to what’s happening in the game and to the player’s actions.[/p][p] [/p][p]Why choose modular music over traditional music?[/p][p]Because Dead in Antares is a game about survival, tension, and decision-making. Modular music allows the soundtrack to react instantly to changes in gameplay, creating a more immersive and less repetitive experience. It helps the music feel alive, just like the planet itself.[/p][p][/p][p]Antares Prime is a completely fictional planet, with creatures that are nothing like what we see on earth. Can you explain what happens between you being presented a concept art and the moment the final sound is included in the game?[/p][p]It usually starts with observing the concept art and discussing intentions with the team: mood, scale, danger, mystery. Then I experiment a lot, recording sounds, designing textures, and testing ideas in Fmod. The final step is iteration: adjusting the sound or music until it feels coherent with gameplay and visual feedback.[/p][p]
[/p][p]How do you imagine what a creature is supposed to sound like?[/p][p]I try not to imagine it as a “monster sound” right away. Instead, I think in terms of behavior, size, environment, and function in the ecosystem. I often start from real animal or natural sounds and transform them until they feel unfamiliar but still believable.[/p][p]
[/p][p]Dead in Antares is the first creation by Ishtar Games set in space. What were your biggest challenges when being asked to create a science fiction atmosphere?[/p][p]The biggest challenge was avoiding clichés. Space and science fiction come with strong musical stereotypes. The goal was to create something that feels sci-fi but still unique to Dead in Antares, something that belongs specifically to Antares Prime.[/p][p]
[/p][p]Do you have a fun anecdote or moment from the development of the OST to share with the players?[/p][p]One fun moment came from working with our narrative designer, Christophe, who is also passionate about sound and music. While we were looking for intriguing sonic textures for the Atlantes, he suggested recording his handpan. It was extremely fun to record and integrate into the soundtrack, and the result works really well in the game. It also perfectly illustrates how enjoyable and creatively rich development can be when interdisciplinarity is allowed to truly express itself.[/p][p]
[/p][p]If you could use a word to describe the original soundtrack of the game, what would it be?[/p][p]Soothing.[/p][p][/p]
One more thing
[p] Before we go, we have a nice present for you 😉 The holiday season is perfect for long evenings with some hot chocolate, reading your favourite book (and not on a faraway planet trying to survive with pieces of a broken spaceship).[/p][p]And to come with this hot chocolate and book, we’re very happy to unveil the very first song from the Original Soundtrack of Dead in Antares: Aster.[/p][p][/p][previewyoutube][/previewyoutube][p]Enjoy![/p]

Captain's Log #06 - Tribute System + ...factions?!

[p]Hello Survivors![/p][p][/p][p]December is finally upon us, so let us rejoice![/p][p][/p][p]And before anything, ICYMI, just last week, we announced that Dead in Antares will be released on February 19th 2026! Just over 2 months to wait, we cannot wait![/p][p][/p][p]We're nearing the final stages of the development, everything is finally falling into place. A big majority of all the dialogues are written (you're not ready), we've added a thousand QoL features (for example, dialogue logs!), lots of UI/UX improvements...[/p][p][/p][p]We're very happy with how the game is turning out, we still have about a million things to do before we can reach the Gold version, but it's going to be okay. [/p][p][/p][p]Today, we have 2 main subjects we want to talk: the Return of the Tribute System and... life on Antares?[/p][p][/p]
Tribute System
[p]For Dead in Vinland players, you might remember the Tribute that Björn created, that led to some very... let's say unfortunate turn of events if you missed to give what he requested.[/p][p]We still think about you (not really)[/p][p][/p][p]The tribute system returns in Dead in Antares, although it doesn't work quite the same way as in Dead in Vinland.[/p][p][/p][p]The general idea remains the same: a group from outside your camp asks you to give them a set amount of items each couple of days. You then have a deadline to collect the items they want. If you don't meet the goal, you might get punished. This creates an additional challenge, forcing you to think about how to survive while taking care of it. However, there are several notable differences between Dead in Antares and Dead in Vinland.[/p][p][/p][p][/p][p]First of all, while in Vinland this system was introduced in the early days of the game and was therefore part of the main loop from the start, in Antares it becomes relevant much later. Our goal is to divide the game into more progressive gameplay arcs. Preparing your camp while unlocking characters is the first step, dealing with tributes is another.[/p][p][/p][p]Secondly, while in Vinland the items requested were always the same from one playthrough to the next, in Antares there is an element of randomness: the item chosen for a given tribute will not necessarily be the same from one player to another, which allows for more personalized and more unexpected challenges. Inevitably, given that tributes are less scripted and more systemic, the options for resolving them are no longer customized per tribute, but there are more choices overall.[/p][p][/p][p]Finally, there is no longer a dissatisfaction gauge system. Instead, the consequences of your choices are shorter term yet still impactful. Do you want to pay more this time to get a favor next time? Who in your group will suffer if you don't give the requested items? There is no need to anticipate dozens of days into the future; the result is visible quickly, and then you must adapt to it.[/p][p][/p][p]That's it for tributes! As you can see, it's a new version of the system, that will bring new challenge into the game.[/p][p][/p]
Who is living on Antares Prime?
[p]Ceres, where the original mission was supposed to take place, is a mostly dead rock covered in ice. While organic compounds and hints of atmosphere had been detected, nobody expected to find intelligent life forms on its cold and barren surface. And nobody did, since the Ixion crashed 550 light years away, somewhere in the Antares system…[/p][p][/p][p]But unlike Ceres, this unknown exoplanet is teeming with life. The dense alien forest where the crew has landed is home to countless fascinating species. Animal, vegetal, and even mineral beings thrive. Strange hybrids, advanced fungi and gaseous creatures compete and cooperate for survival.[/p][p][/p][p]It's hard to tell what hides beyond the massive biocristal walls that surround the region, but the Ixion survivors will soon discover that they have a couple of neighbors with a long history of conflict. On Antares Prime, two factions have been at each other's throats for countless generations.[/p][p]One are the children of this land, tied to the ebb and flow of its complex ecosystem, highly adapted to its many wonders and dangers, free as the wind that runs inside their graceful exoskeletons. [/p][p][/p][p]The others fell from the sky millennia ago, in an ancient spaceship. Clinging to their traditions, they proudly tried to subjugate what they saw as lesser species, through brute force and forgotten technologies… With moderate success.[/p][p]Amelia and her crew will disrupt this fragile balance. The only question is, to what extent?[/p][p][/p][p]So yeah, you're definitely not alone. As you can see, the stakes are really different from before. From the moment you make contact with them, your mission will radically change. It won't be about just survival anymore.[/p][p][/p][p]Do you have theories already? ;)[/p][p][/p][p]Take care