LoveXLust - LoveXLust
Well, hello there, sugar! It’s me, Madison, your ever-charming guide to all things LxL. I just had to pop in and spill the beans—our world is getting a fabulous makeover! I’ve got a brand-new wardrobe to show off, plus the devs dropped in this new camera mode that’ll let you capture all my best angles. Also I overheard some devs mentioning a "pie"... whatever that means. *winkyface*
Feb 19
Spark Mk1 - Zylos Games LLC
Fix Failed to launch JVM error after game runs.
Machinicide - Chief Bamboozler
- fixed enemies respawning when loading a save
Old World - Fluffster
Build 1.0.76453

Headline Changes


  • Premade map updates including major expansion of The Old World map
  • New game setup options, UI and accessibility features
  • AI improvements and performance optimizations
Design


  • Major expansion of The Old World premade map to accommodate Aksum (upcoming DLC nation)
  • Minor adjustments to The Middle East premade map, Aksum starting position added
  • Updated resources on The Imperium Romanum premade map, all luxury resources are now present
  • Added tribes to The Mediterranean premade map
  • New game option added 'Allow Negative Cognomens'. Disabled by default
  • High Event Level now allows more events to occur per turn
  • Repeatable technologies increase by 50% of the original cost each time they are researched (+1000, up from +500)
  • All religious buildings (Temples, Monasteries, Cathedrals) are now permanent
  • Crossbowmen bonus against melee now only applies to attack instead of strength
  • New advanced setup option 'Balanced starting resources' for single player (previously MP only)
  • If the AI reaches a victory condition on its turn and the player also does at the start of their next turn, the player will now be given the victory instead of the AI
  • Reduced the effect of Grand Vizier and AI leader traits on the number of units they tend to build
  • Reduced cost of Burning improvements to 50 Training (down from 100)
  • Purging a religion from a city now prevents it spreading to the city again without use of a Disciple
  • Can no longer gift Family Seats
  • Ambition victory now disabled in multiplayer by default (will remain on for ongoing games where it is enabled)
  • Better matchmaking for auto-marrying characters. More likely for characters that are attracted to each other to get married and less likely for characters that hate each other
  • Ambition-picking events will try to avoid giving a second crowning ambition, a lower tier fallback will be offered if possible
  • Seizing the throne no longer adds bypassed relationships to former leader's succession
  • A non-fatal attack that triggers an event that immediately kills the unit is now treated as a unit kill (for kill unit ambitions, routing etc)
  • Competitive Mode no longer disables Grand Viziers but does now disable some Rising Star events related to seizing the throne
  • Laurion Mines now cost 10 wood to repair (previously had no cost)
  • New tutorial event added when Warriors can be upgraded to Spearmen (previously only occurred for Axemen upgrades)
  • In Heroes of the Aegean scenario 2, Themistocles now retires after the battle of Salamis
  • Tweaks to invasions in Pharaohs of the Nile scenario 5
  • Heroes of the Aegean scenario 5 tweaks - easier difficulties are now easier and initial landing goal made clearer
  • In Rise of Carthage scenario 4, tribal allies will automatically declare war on Rome
  • When using the Caesar Dynasty, Princess Julia will now take up family Julius if picked (Wonders and Dynasties)
  • Rising Stars now demand the throne less and to be Grand Viziers more (Behind the Throne)

Programming


  • Optimization and performance improvements
  • Tactical AI improvements
  • Improved AI use of anchoring
  • Improved AI Scout movement under Exploration law
  • Improved AI unit movement
  • Improved AI family selection when founding a city
  • Moved default improvement repair cost to XML
  • Better scenario difficulty mode support
  • Added command line argument -loadgame
  • Refactored opinion levels to be independent of XML order

UI

New feature: Parameter strings
  • Parameter strings can be used in the setup screen to restart the same game from the beginning
  • The SP setup screen now has a third tab (Simple/Advanced/Parameter String), where players enter the parameter string
  • Parameter Strings can be found on the in game menu
  • Added Accessibility option for one-click map centering
  • A preview of potential water control is now shown when holding CTRL with ship selected
  • Notification display order reversed, now shows oldest notifications at the top
  • Character tooltips now show trait effects that are relevant to the current position (leader, general, governor) of the character
  • In MP the turn timer warning sound now plays with 15 seconds remaining (up from 5) and increases the size of the timer text. Paused text is now shown when the timer is paused.
  • In Observer mode, decision popups no longer get removed by clicking on an option
  • Character selection for job assignment popups now defaults to an idle character
  • Tweaks to job assignment highlighting behavior, selection clearing on the city screen
  • Opening the reminders list closes the job assignment menu
  • Unit filter for Infantry changed to Melee Infantry
  • Rearranged city queue display to avoid overlap. Queue can now display 9 items (up from 4)
  • Known visibility button now shows visibility for all rivals if no unit or player is selected
  • Buy Orders shortcut key now defaults to SHIFT+O (instead of O)
  • Added Leader Archetype dropdown to Basic Setup options for Barbarian Horde scenario
  • Added icons for strength and weakness to character tooltips
  • MP player UI (team research and gifting options) is now shown in SP when player has AI teammates
  • Stats for all players are now shown to observers in MP games
  • Removed the 'Edit in Wizard' button from existing events in the Event Browser
  • Fixed confusing color of unit fatigue pips when already force marched and there is no movement limit. Force marched units now display flashing "marched" text
  • MP scenario tooltips now show scenario subtitle
  • Renamed Units Killed stat on stats screen to Military Units Killed
  • Removed Raiders and Rebels from game history
  • Improved "Slow AI" tooltip
  • Bonus tech cards now indicate that they are bonus cards
  • Added cause of death field to the character tooltip. Traits with a probability of death are removed after death
  • Riders icon now shown on city widget instead of Connected icon for Riders cities
  • Rising Star trait no longer removed upon death
  • Simplified and cleaned up some Family help issues
  • Removed some yield clutter from specialist tooltips
  • Encyclopedia and tutorial corrections and improvements
  • Standalone scenarios are now shown on the top level of the scenario screen instead of under their own category

Bugs Fixed


  • Fixed memory leaks
  • Fixed improvements being buildable in territory of non-allied foreign nations
  • Fixed AI sometimes being unable to declare war on a nation while at peace
  • Fixed queued unit moves not happening when destination blocked
  • Fixed automated units sometimes not moving
  • Fixed ships sometimes being built on the city center instead of the intended water area
  • Fixed event syntax bug
  • Fixed nested link in generated diplomacy links
  • Fixed hover issue on team research display
  • Fixed UI issue with Create Game button being disabled after unloading a server game
  • Fixed some AI confusion about who benefits when performing a mission on a character of a different nation
  • Fix for initial city naming - only relevant in mods
  • Fixed tribe link in city widget not selecting tribe
  • Fixed some UI issues with tile highlighting
  • Fixed AI exception with tribal cities
  • Fixed missing seat founding bonus in the family class Encyclopedia entries
  • Fixed add urban recommendation not showing border preview on hover
  • Fixed regenerating Hall of Fame entries leading to points wins becoming defeats after opulence VP changes
  • Fixed player placement bug for 2-team MP games that also have independent AI nations
  • Fixed portrait interpolation errors for portraits that do not have interpolation settings when interpolation is disabled
  • Fixed boat projectiles causing rendering artifacts on macs
  • Fixed breaking peace with a tribe in no characters mode
  • Fixed name display issue in some languages for royal characters with jobs
  • Fixed goals not completing when new units created
  • Fixed marauder prefabs being slightly offset
  • Fixed portraits not updating when age interpolation is enabled for the first time in-game
  • Fixed portrait editor breaking when interpolation is disabled in graphics options
  • Fixed portrait editor portraits not updating correctly when a source portrait
  • Fixed portrait editor opinion tab displays
  • Fixed incorrect tile highlighting for event options that affect tiles
  • Fixed ambitions that should only come from specific events (i.e. Destroy the Rival Nation) appearing randomly
  • Fixed AI complaining about the same stolen city site repeatedly
  • Fixed Stun preview text incorrectly showing for units in splash radius
  • Fixed years reigned text issue that could occur with regency
  • Fixed empty series warning for opinion graphs
  • Fixed some cases of dropdowns getting cut off
  • Fixed units with no family sometimes showing incorrect family icon
  • Fixed attack preview issues
  • Fixed river movement in captured territory
  • Fixed religion icons sometimes showing on tribal camps when city site did not have religion
  • Fixed implicit subject conversion issue
  • Fixed save game version not being updated
  • Fixed game editor unit placement in water
  • Fixed city production yield costs sometimes disappearing
  • Fixed some succession issues related to usurpers
  • Fixed non-active city site on Middle East map
  • Fixed unit effect formatting issues
  • Fixed bug that allowed the player to choose invalid nations on premade maps
  • Fixed some Map Editor errors
  • Fixed Pharaohs of the Nile scenario 5 unit AI
  • Fixed Learn to Play 2 choose tech goal not completing immediately
  • Fixed potential issues with retake islands events in Rise of Carthage scenario 4
  • Fixed bugs with rebellion event triggering twice and Aristotle event not triggering in Heroes of the Aegean scenario 4
  • Fixed some broken links in Rise of Carthage campaign
  • Text and event fixes

To the Community
Thank you for your support. Your feedback drives our updates, and we’re always eager to hear more. If you have thoughts or suggestions, leaving a review on Steam is a great way to share your experience!

If you'd like to keep up to date with the latest Old World news and announcements: Discord Twitter YouTube Twitch Facebook Instagram Wiki Reddit
Eydigard Playtest - forselv
Features:

  • Inventory Management: You can now drop items from your inventory by dragging them outside of the UI.
  • Commission Recipes: NPC commission recipes are now displayed in your player crafting tab.
  • Auto-Save on Exit: Quitting to the menu or desktop now saves your game automatically.

Visual Updates:

  • Raudlynghi Entrance Rebuild: The entrance to Raudlynghi has been rebuilt—no more loading screen.
  • Fjellheim Stair Fix: Resolved the issue with hanging stairs in Fjellheim.
  • Water Reflections: Fixed several water reflection issues for improved visuals.

Bug Fixes:

  • Crafting Counter: The crafting ingredient counter now updates correctly during crafting.
  • Dialogue Overflow: Split overflowing dialogues into two separate dialogues.
  • General Updates: Numerous items, dialogues, and quest bugs have been updated.
  • Dialogue Bug: Fixed an issue where dialogue wouldn’t work after quitting to the main menu without saving and then starting a new game.
Amarantus - ub4q


I spent a while working on the gamepad controls to make something that ran nicely and felt intuitive.
I really like playing visual novels on the Steam Deck, so I hope everyone has a good time with it.

Have fun!
Feb 19
Bloons Card Storm - Ninja Kiwi Valkyrie
Key Features
  • Ranked Mode - Season 2: Zee Jays Radical Season - A new season begins, can you reach Paragon tier?! 
    • Tier 3 unlocks the Ranked Season 2 Cardback - and for those reaching Paragon tier you’ll unlock the Ranked Season 2 Avatar. 
  • New Hero - Zee Jay
    • Get ready for Zee Jay to tear up the arena with his totally Rad Bloons and mad skills.
    • Zee Jay’s abilities focus on buffing both Bloons and Monkeys to create devastating combos of impenetrable defense and monster Bloon waves. He plays with a lot of flexibility, and can quite easily punish one-dimensional opponents, however he can take some time to build up power, so watch out for those early Bloon rushes!
    • Zee Jay comes with his own special ability currency - Rad Tokens. Similar to Adora’s Orbs, Rad Tokens amplify ZJ’s abilities, and can be used for offense and defense. Once a token is spent though, it’s gone, so you’ll need to plan carefully when to spend them and have a plan to generate more. Rad tokens are earned by playing Bloon cards each turn and using ZJ’s Power cards.
    • Passive Awesomeness - Passive:
      Your first Bloon summoned each turn gives you a Rad Token and gains +5 Health per Bloontonium you have (after the Bloon is summoned)
    • Rad Enhancements - 3 Bloontonium:
      Remove a Rad Token. Target Monkey gains +20 Attack Power until the start of your next turn. 
    • Rad Bloon Time - 10 Bloontonium:
      Remove all Rad Tokens and summon a Rad Bloon with Delay 2. It gains 70 Health per Rad Token removed (Rad Bloons allow Zee Jay’s Passive Awesomeness to trigger twice each turn)
    • Like our other heroes, you’ll also get a super rad cardback for reaching Level 10 with Zee Jay!
  • New Cards! for the 3.0 Card Collection This mini-set is focusing on a few alternative ways to generate Bloontonium as well as ways to spend it with two new cards that cost Bloontonium to use instead of Gold. We’ve also got support cards for Zee Jay and the very sticky Eternal. 
  • Bloons
    • Piñata Bloon
    • Booster Bloon 
    • The Eternal
    • Extractor Bloon
    • Zee Jay Special 
  • Monkeys
    • Bloontonium Miner 
    • Leeching Shot Sniper
    • Mine Supervisor 
    • Bloontonium Saboteur
    • Monkey Priestess
  • Powers
    • Overload
    • Mass Detonation
    • Red Bloon Apocalypse
    • Desperate Defense
    • Fast and Loose
    • Stylish Finish
  • New Store Items 
    • Zee Jay Hero Bundle
      Unlocks Zee Jay, a 6 card pack, an extra deck slot, and an exclusive avatar and cardback
  • Daily Challenge
    • This new Daily Challenge will test your skills and your decks with a new twist every day! 
    • How many times can you beat it? Once, twice, one hundred times? Try it and see… Every day the challenge is the same for everyone, so check our Discord or Reddit if you get stuck.
  • New Feats!
    • I Feel the Need for Speed - Win 100 games with Zee Jay
    • You're in for a show! - Defeat Amelia in Amelia's Adventure Prologue
    • Baby popper - Pop 250 Bloons
    • Basic popper - Pop 500 Bloons
    • Advanced popper - Pop 2000 Bloons
    • Popstar - Pop 5000 Bloons
    • Legendary popper - Pop 10000 Bloons
    • Daily Challenger - Beat the Daily Challenge once
    • A Week of Challenges - Claim the Daily Challenge reward 7 times
    • Daily Challenge Centurion - Claim the Daily Challenge reward 100 times
Season Rank Changes 
  • Paragon Tier - Winstreaks will no longer applyParagon Status is meant to be a more skill-based Tier, this section will no longer provide winstreak bonuses to rank up. We’re still evaluating showing a proper skill rank once you reach Paragon. 
  • Tiers 3-5 - Points requirements increased slightlyPlayers were blasting through the higher tiers a little too quickly so we’ve increased the points requirements roughly 15%.
Balance Changes


Bloons
  • Bolstered Bloon: Shield 100 -> Shield 50.
  • Bolstered Bloon: Gain +30 Health each time you play a Bloon -> Gain +25 Health each time you play a Bloon
    Bringing the starting shield down considerably for the Bolstered Bloon and also tweaking the health gain down slightly. It should still ramp well though.
  • Discount Bloon: HP 100 -> 120
    Continuing to look at underutilized cards with promise, we’re buffing Discount Bloon’s health a little.
  • Nested Blue: HP 60 -> 50
  • Nested Green: HP 100 -> 80, Delay 1 -> 2
  • Nested Yellow: HP 140 -> 120, Delay 1 -> 2, Cost 3 -> 4
    These came out a little hot last week and clearly needed a nerf. They should all still be strong cards but not quite so oppressive this way.
  • Weakening Gas Bloon: Cost 7 -> 6
    Weakening Gas gets a cost buff to make it more appealing. Look out for them in the Season 2 Storm as well!
Monkeys
  • Thunder Druid: On Play: Deal 100 damage to all enemy Bloons -> On Play: Deal 80 damage to all enemy Bloons
    Thunder Druid is working a little too well as AoE for the cost, so we’re bringing its damage down slightly.
Powers 
  • Nature’s Clarity: Pick 4 -> 3.
  • Nature's Clarity: Gain 20 Shield per Gold cost of picked card -> Gain 15 Shield per Gold cost of picked card
    Pick 4 was a little anomalous so bringing this in line with other heroes’ Pick cards. The shield was also too powerful, so we’ve weakened that slightly.
  • Super Monkey Storm: Cost 8 -> 10Similar to Thunder Druid, SMS is just a little too efficient. However, SMS is meant to be a very strong board clear so instead of lowering its damage, we’re upping its cost.

Quality of Life - Improvements
  • Added Hand Size UI - shows your current card count and the hand limit. 
  • In-game UI layout adjustments - Also now shows your name, avatar, current gold and economy, and current rank if in ranked mode. 
  • Game will now prompt you when you are down to your last 3 cards in a match.
  • Added prompt if you try to play a Bloon on a full track.
  • Added option to skip reward animations, so you can start playing with your new cards as soon as possible!
  • Cards now have a “New” badge and glow when they are newly added to your collection.
  • Added a + icon to ammo on Monkeys that have more than 4 ammo.
  • Tutorial has been reworked to be shorter.
  • Adora (and Zee Jay) added to Training.
  • Targeting lines should now snap to valid targets.
  • Paragon UI tweaked slightly.
  • Timestamps added to messages in your inbox.
  • Rate Game prompt added.
  • Added a timer for the next daily reward.
  • More game tips added.
Bug Fixes: 
  • Fixed a softlock when the AI played Slowing Bloon at the end of its turn.
  • Fixed an issue where Gwen would not animate correctly when using Flame Strike while cards are being placed.
  • Heroes damaged by non-Bloon sources of damage will now animate correctly. 
  • Fixed an issue where Bloon info for cards was sometimes showing after Bloons were popped.
  • Search function now prioritizes card names before card descriptions.
  • Fixed an issue with Feats sometimes not showing a pip on the main menu when they were completed. 
  • Game no longer softlocks if the timer runs down to 0 while you are in the Pick phase of a Pick card. 
  • Buying an IAP will now immediately update the Watch Ad button to Claim instead of on next reload.
  • Resolved an issue where trying to craft a card and losing internet connection resulted in a softlock.
  • On Damaged effects now correctly only trigger when the base Bloon itself is damaged, not when its shield takes damage.
  • Shield Gas Bloon no longer triggers twice when it is popped.
  • Fixed an issue where a player’s cards could get stuck on screen when their opponent quits a match.
  • Burn, baby, burn feat no longer increments multiple times when Gwen’s abilities are used on Bloons that are already on fire.
  • Fixed some issues with card text overflowing textfields in certain non-English languages.
  • Fixed an issue where Druids would occasionally not idle correctly.
  • Resolved a softlock that could occur when your opponent disconnected during the map veto phase.
  • Plus button on cards now greys out correctly when you do not have any more copies to add to your deck.
Platform Specific: 
  • Fixed a crash that could occur on Android when using gestures in the Card Collection screen.
  • Fixed a crash that could occur on Android when attempting to go to the Main Menu from the Title Screen with no active Internet Connection. 
See you all out there in the arena, hope you have a TOTALLYRADICAL time!
Feb 19
codename G - thestrangesage
  • Minor bug fixes
  • Performance improvement
  • File size reduction
  • Improved graphics
Primeval - Exhibyte
  • A new trait has been added to the game for all species, Camouflage!
  • Slot: Head (so your hatchlings can use this pretty early-on it just costs 1 evolution point to equip)
  • Attempt to hide every 15 seconds until you attack, run, or sprint.
  • While camouflaged, you'll remain undetectable by creatures.
  • While camouflaged, there is a camouflage check every 15 seconds that you must pass to remain hidden.
  • If you are walking during a camouflage check there is a 40% chance it will fail.
  • If you are still during a camouflage check there is an 80% chance you will remain hidden for another 15 seconds.
Sector Unknown - Creative Storm Entertainment
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.

Maku

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.



Sjo

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.



Nabi

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.



Helfyr

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?



Eremtera

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.



Conclusion

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.
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