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Sector Unknown News

Sector Unknown Updates (May 27 - May 28)

Thanks for everyone's support with the Prologue!



Some updates that just went live:

  • Made an important change to travel - now travel on the map is instant, without moving across the grid
  • Companions stepping on mines only incapacitates them - they now revivew again with 10 health
  • Fixed a critical bug with scene states on Maku not being saved before entering the pirate base (the recruitment of Cleveland, for example)
  • Tutorials now work out of a queue so that one doesn't accidentally turn off the previous one when triggering
  • Replaced the door terminals in the Abandoned Mining Facility with ones that highlight better
  • Fixed bug on Prison Transport where door terminals would not highlight
  • Fixed bug with AutoSave trigger in pirate base.
  • Fixed bug with computer not advancing Skull Duggery quest.
  • Computer solution not accessible in pirate base if Fang already dead.
  • Put camera movement as a separate tutorial
  • Fixed bug where player could wander beyond bounds of missionary ship
  • Fixed bug where you could recruit TB-227 after already recruiting him
  • Corpses that have been looted do not highlight anymore
  • Objects no longer highlight when map window open
  • Make Yourself at Home mission, now clicking terminals advances mission
  • Fixed tutorial message for resources
  • Refactored the starting origins/convictions a bit based on suggestions
  • Shipjacker and Forger now use proper bonuses
  • Revolutionary, perk point clarified in tooltip to be +1 perk point per new level
  • Fixed rollover bug showing incorrect Action Point increment per speed point
  • Added in tooltip the Action Point increments per speed level (3,5,7,9,10)
  • Fixed a bug with Rational or Methodical traits showing only 9 instead of 10 skill points per level
  • Fixed a bug where loading into an auto-save trigger would trigger the auto-save again
  • Fixed a bug where loading an auto-save outside the pirate entrance would restrict movement
  • Fixed several dialogue bugs
  • Fixed bug with Pirate computer where someone could get locked in dialogue without finance skill
  • Fixed bug with Skulk in hallway activating combat before dialogue trigger (he was set on aggro mode)
  • Fixed bug in Maku salvage site with infinite XP from door dialoge skill checks
  • Mining exterior, fixed obstacle to now prevent player from breaking free of designated area
  • Crafting and planet upgrades now use resources from storage containers first, then inventory
  • Significantly shortened the pause for gathering resource nodes and unlocking containers
  • Player and companions properly stop moving when looting or gathering (a bug sometime prevented them from stopping)
  • Fixed bug with Skulks still in base despite Custy promising he cleaned it of all hostile entities
  • Beds in base now highlight with alt key
  • Fixed bug where Custy still had old dialogue after recruiting


More to come!



Sector Unknown Updates (May 26)

First day of the Prologue went fantastic.

Thanks for everyone's support!



Some updates that I pushed up today:

  • Added the ability to rest and heal your health in the beds inside your barracks (beside the command center) - just click to rest and it will heal both you and any companion in your party.
  • Added a stockpile container where you can now add any junk weapons you don't want to keep or breakdown for materials - these weapons in turn will contribute toward your war score. You can now see your war score for contributed weapons at the War Score terminal.
  • Unlocking a crate no longer requires a second click to open the crate.
  • Fixed a bug with overwriting auto saves.
  • Larceny too low messages shows name of character in party with highest larceny skill.
  • Added a few more auto-save spots on the map.
  • Few small dialogue fixes.


More to come!

Sector Unknown Prologue - Launch Date - May 26th, 2025



Well, this month absolutely flew by and it's almost time for the Prologue launch on Monday, May 26th.

https://store.steampowered.com/app/2890980/Sector_Unknown__Prologue/

The Prologue includes both the prison transport intro and the starter planet of Maku, right up until you discover your first ship and prepare to explore the stars. So it’s just a matter of personal preference which one you choose to download and play.

I’ve been hard at work polishing and refining the final elements. The videos by Splattercat, Slandered Gamer, God Game Fluent, LMG, PlayWithRay, Nookrium, Wee Hours Games, and others have been incredibly helpful. I’ve spotted a number of small issues thanks to those playthroughs and have managed to fix those. I’ve also made several UI improvements based on your feedback and also what I observed in those videos.

That said, I really look forward to hearing all of your feedback! It's been a three year grind, and it feels exciting to be sharing a part of the game with the world finally.

Thanks again!

Launch News & Roadmap

Hey all,

After finishing my sixth full playthrough of the game over the past month—with only a handful of bugs each time—I’m feeling really confident about where things are at.

With that in mind, the game's launch is currently targeted for mid-July. I’m still watching what else might be releasing around that time, so I’ll have more specific details on the exact date soon.

The demo will be releasing later this month.

Early Access is still the plan, but I don’t expect the game to remain there for more than 4–6 months before the full release. Since I haven't posted since February, I wanted to share a quick update on the current state of the game and what’s planned for the Early Access period.



[h2]Current Game State[/h2]

As I mentioned, I’ve done several full playthroughs at this point, and the number of bugs has gone down each time. On my last run, there were only a couple of very minor issues—a single combat lockup and some logic I had to fix on a couple side quests—but otherwise everything played smoothly.

With two months to go before full launch, I’d estimate the game is about 97% complete. All quests are written, coded, and tested—including the main storyline. Major story choices are fully implemented, and the planets are populated and working as intended.

That said, there are a few areas I’d love to improve with community feedback during Early Access:



  • Combat – Combat is in good shape, but I’ll admit it’s never been my strongest area. Even in my past strategy games like Age of Gladiators and Raiders! Forsaken Earth, as someone coming from a writing background, it was always the management and storytelling aspects that grabbed me more. That said, Sector Unknown features a solid system with unique weapon-based abilities, special named weapons with their own effects, elemental damage, combat skill progression, and a deep perks system. I think it can get even better with input from players, and I’m really looking forward to hearing your thoughts.

  • Itemization – Due to budget constraints, the game currently doesn’t include individual armour or clothing sets. Yet. That will be coming post-launch. Right now, characters wear gear based on the environment they are in: space suits on hazardous planets like Maku and Helfyr, cold weather gear on Eremtera, and more relaxed Star Frontier outfits on planets like Nabi and Sjo. I actually like the environmental requirement as it adds a grounded sci-fi feel, but I do plan to expand the clothing and armour options down the line, including gear that works across multiple environments. Just had to prioritize based on resources.

  • Space Combat – There are a number of scripted space events that can lead to combat, and those have been a lot of fun to play through. That said, I think there’s still room to improve. I’d like to add more piloting skills and abilities that can be used during space battles to give it an extra layer of depth. I’m not sure yet if those additions will make it in before launch—it depends on how much I can get done in the next month and a half. I also need to finally crawl out of my development cave and spend some time promoting the game. So we’ll see if those features come in before or after release. Either way, I’m excited to get feedback from players—I know there are some smart minds out there who can help make this even better.

  • Localization – At the moment, the game is only available in English. The amount of dialogue is massive, probably the equivalent of five or six full novels—so localization would be a significant expense. It’s a bit of a catch-22: launching in multiple languages would definitely help the game perform better, but I just don’t have the budget for it right now. I’m also hesitant to rely on AI for localization, since I want to make sure the writing is done justice. We’ll see how the game performs at launch, and if things go well, I plan to start rolling out proper localizations after that.


So with that being said, here's my project road map after Early Access Launch:



[h2]Early Access Roadmap[/h2]

  • Bug Fixes – As stable as the game feels right now, my experience tells me that players have an uncanny ability to break things in ways I never anticipated. I expect the first 30–60 days post-launch will be focused on responding to bugs and addressing them carefully, without introducing new issues.
    Timeline: Days 1–60

  • Armor & Clothing Sets – Assuming some revenue starts coming in from Steam, I’ll begin expanding the available armor and clothing sets around the 30-day mark. This work can run alongside bug fixing and feedback updates. My goal is to add at least 10–15 new sets to give players more visual variety.
    Timeline: Starts Day 30, runs concurrently with the above

  • Localization - Same as with the armour sets, I will need revenue first before I can start localizing the game. The languages I would like to incrementally aim for are: German, French, Chinese, Japanese, Russian, Polish, and Spanish. I still have to determine the exact order, but I think the above is close.
    Timeline: Starts Day 30, runs concurrently with the above

  • Combat Optimization – As mentioned above, once the major bugs are addressed, my next priority will be gathering player feedback and making targeted improvements to the combat systems, both ground and space. I don’t anticipate any major overhauls; the core mechanics are solid. This phase will mostly involve balance tweaks and additional features based on community input.
    Timeline: Days 60–120




There are also a few smaller improvements not listed above such as enhancing the lava system on Helfyr and adding more idle animations for NPCs—but the major points above should give you a solid idea of what I’m aiming to tackle during Early Access.

Thanks again for your continued interest and support. I’ll be sure to keep you all updated as things progress!

Devlog: The Planets of Sector Unknown

A few weeks back, I wrapped up the last of the five story planets for Sector Unknown. There’s still the “point of no return” planet—the climactic final world—to finish, but every planet leading up to it is now fully fleshed out with quests, writing, and design.



Now seems like a good time to share a bit of insight into each of these worlds. Keep in mind, these are just the core story planets—there are also numerous side-mission stations, derelict ships, and other locations scattered throughout the game.

[h3]Maku[/h3]

A barren, wind-scoured wasteland, Maku is a planet defined by abandonment and decay. Its endless rocky plains stretch unbroken to the horizon, disturbed only by dust storms and the skeletal remains of long-failed industrial projects.

This is the first planet you set foot on; a forgotten world cast aside by Star Frontier after repeated failed attempts to mine its resources. The old, abandoned mining facility you manage to recover—after dealing with a band of opportunistic pirates—becomes your headquarters, a tenuous foothold from which you begin your expansion into the sector.

Situated in the Svion (SVN-8912) system, Maku is littered with the scars of past efforts: derelict facilities, hollowed-out mines, shattered starships, and rusting junkyards. What was once a hopeful frontier world is now little more than a graveyard of forgotten ambitions—until you arrive to stake your own claim.



[h3]Sjo[/h3]

A world completely enveloped by an endless ocean, Sjo stretches into infinity, its unbroken horizon a deceptive mask for the desperation beneath its waves. From orbit, it appears serene—a deep blue jewel adrift in space. But on the surface, survival is a brutal, lawless struggle.

Originally intended as the sector’s primary source of potable water, Sjo was home to Aqua Pura, a sprawling floating platform built to support the Desalination Plant. Now, after Star Frontier’s withdrawal, it has rotted into Aqua Purgatory, a place where hope drowned long ago. Those left behind after Star Frontier’s chaotic withdrawal—workers, drifters, and outcasts—cling to life in a haze of violence, vice, and scavenging. Fights spill out of brothels and bars, while smugglers make swift, wary stops to offload supplies, keeping their engines hot—ready to take off again if things get hairy.



Sjo is now a battleground between two factions, each vying for control of what little remains:

  • The Executives – Star Frontier’s former corporate leadership, now seeking to reassert control. Also abandoned by their corporate master, they enforce strict rationing of resources under the guise of “order and survival.” But most see through the rhetoric as being about power, not protection.
  • The Core Forty-Seven – Named for the original forty-seven workers who maintained and stabilized power cores across the sector, they first formed as an underground labor movement, resisting Star Frontier’s corporate stranglehold. Their original numbers dwindled over time—worn down by accidents, attrition, and crackdowns—until only a scattered remnant remained on Sjo. Now, they stand in opposition to the Executives, but not as saviors. They turn a blind eye to crime, believing survival matters more than order.


When you arrive on Sjo, your choice will determine the fate of Aqua Purgatory—and the Desalination Plant, now under the erratic control of malfunctioning communist robots.



[h3]Nabi[/h3]

A vast desert world, Nabi is a land of shifting sand dunes and deep-cut canyons, its arid expanse stretching as far as the eye can see. Beneath its stark beauty lies an unforgiving landscape, where survival is a constant struggle and only the most determined endure.



One of only two habitable planets in the Fivo system (the other being the ocean world Sjo), two structures can be seen on the otherwise unremarkable surface of Nabi:

  • Outpost Sirocco – A research hub once staffed by technicians and scientists studying terraforming viability, atmospheric conditions, and long-term habitability. Star Frontier abandoned them when they pulled out, leaving the researchers to fend for themselves.
  • The Microwave Power Facility – A state-of-the-art energy station built to harness Nabi’s relentless sun. The plan was to turn the planet into a “battery world”, beaming power across the sector and providing energy boosts to passing freighters. During their chaotic retreat, Star Frontier left behind only a skeleton crew of soldiers to guard the facility.


Survival on Nabi isn’t just about enduring the desert—it’s about surviving the Sunscarred. A ruthless gang of prisoners who crash-landed months ago, they’ve carved out a stronghold in the wreckage of their prison ship. Ever since, they’ve waged a relentless campaign against the technicians of Outpost Sirocco, raiding their supplies and turning the planet into a war zone.

When you arrive on Nabi, it will be your decision which side to support—whether to stand with the struggling technicians or throw in with the hardened survivors of the Sunscarred. Either way, the loyalty you earn here could tip the scales in your larger battle against Star Frontier.



[h3]Helfyr[/h3]

Helfyr is a planet in constant turmoil, its surface a seething cauldron of molten rock, volcanic upheaval, and choking sulfuric fumes. Rivers of lava carve ever-shifting paths through jagged terrain, and eruptions are as common as the tides.



Star Frontier once saw Helfyr as a powerhouse of industry—its geothermal energy and molten resources fueling both massive smelting operations and geothermal plants. For a time, the planet’s brutal conditions were deemed a necessary sacrifice, with workers enduring relentless heat and punishing shifts to keep the sector’s foundries running. But when Star Frontier withdrew, so did any semblance of oversight, leaving the laborers to fend for themselves.

Yet out of this crucible, a legend was born. The Flameborn. Star Frontier forbade procreation on Helfyr—every worker was contractually sterilized before assignment to the planet. And yet, a child was born. The details remain shrouded in mystery: no records of a mother, no sign of a father, just a growing belief that the child was something more. He has become a beacon for the desperate, a prophet from the hellish wastes. His message began as one of resistance, urging the people of the sector to rise against Star Frontier’s tyranny. But something changed. Lately, his sermons have shifted—now he speaks of surrender, of the futility of struggle, of welcoming the inevitable return of Star Frontier.



Two factions have emerged in response:

  • The Zealots – Those who follow the Flameborn without question, believing his word is divine, even as it contradicts itself. They see his latest message not as weakness, but as a greater truth only he understands.
  • The Heretics – Those who once believed but now doubt. They question how and why his message has changed. Some whisper that the Flameborn is being controlled. Others suspect he never existed at all.


When you arrive on Helfyr, you will have to navigate this fragile balance—finding the child, unraveling the mystery behind his shifting gospel, and deciding how to use or dismantle his influence. Will you harness his followers for the fight ahead? Or strip away the illusion and force them to find their own strength?



[h3]Eremtera[/h3]

Eremtera is a distant, ice-bound world, locked in an unrelenting deep freeze. Its extreme distance from the sun and thin atmosphere ensure that temperatures never rise above lethal, leaving the planet in a state of permanent cold. Daylight is a faint, constant presence, offering no relief from the endless frozen wastelands stretching across its surface.



On this frozen world sits Camp Raider, FOB Dagger, once home to a quick reaction force (QRF) tasked with protecting a secret weapons research facility buried deep beneath the ice. However, after Star Frontier’s withdrawal, the soldiers who were left behind fell into disarray. Low on morale, short on supplies, and abandoned by their command, they barely scrape by, harried by a growing force of pirates who have taken over a nearby abandoned mining facility.

Smugglers have also found opportunity on Eremtera, harvesting glaciers of frozen ethanol and turning them into bootleg liquor, a trade that fuels both the pirates and the demoralized denizens of the sector alike.

When you land on Eremtera, the situation has fully collapsed—the camp commander has barricaded himself inside a supply depot, fearing assassination at the hands of his own men, and your ship is nearly commandeered by desperate soldiers seeking to escape the base. What remains of Camp Raider is little more than a lawless band drowning in vice, held together only by instinct and desperation.

It falls to you to decide—can these soldiers be reforged into a fighting force, or are they beyond redemption? And beyond the camp, buried deep beneath the ice, the weapons research facility remains hidden, its secrets waiting for whoever is ruthless—or resourceful—enough to claim them first.



[h3]Conclusion[/h3]

These five planets form the backbone of Sector Unknown, each with its own conflicts, factions, and opportunities to shape the sector’s fate. Whether navigating the lawless waters of Sjo, forging alliances on Nabi, unraveling the mystery of the Flameborn on Helfyr, taming the chaos of Maku, or deciding the future of Eremtera, every choice you make leaves its mark.

As always, I’ll continue to provide updates as development progresses. Stay tuned.