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Monthly Update: Nonlinear and Merciless

Hey, privateers!

This time I’m approaching development more structured and less chaotic. This whole month was dedicated to the “peaceful” side of the game — quests and dialogues.

🗺️ “Quest Sandbox”
I’m inspired by the spirit of freedom in Fallout 1 and 2. I’m building the system so you can do anything you want: commit genocide, star in porn, sleep with a queen, or sell your friend into slavery — all in one day if you wish.

I’m experimenting at the crossroads of old-school and modern quest systems. I call it a “quest sandbox”. There won’t be a single linear plot with a final branching choice like “bad, neutral, or good ending” — instead, you’ll have tons of quests, factions, and dynamic storylines. Your entire path will shape your own ending. The world won’t revolve around the hero — it’ll react to your actions as it sees fit. For example, mouth off to the pirate leader? If you don’t have a strong fleet behind you — you’ll be tossed out into space without a second thought.

You choose who to become: a tyrant conquering every faction in the sector; a family man who abandons it all to live on a remote station far from any wars; or the captain of a “generation ship” drifting off in search of a better life. Do what your head or heart tells you — but be ready for the consequences.

🔭 What’s next?
Next, I’ll be working on open space combat. This part will take time — so many systems have to interact to make it feel alive and thrilling. But you’ll get a lot more “watchable” content — stay tuned!

Thanks for following the project and sharing your thoughts. Your comments keep me going.

See you in open space,
Glue_BQ