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Final Exodus chronicle

Development posts collected in one place. English translations are added after review; each entry links to its Facebook source.

Translated from Russian

950 stars in their astronomical positions

Hello everyone! This unremarkable little cluster is 950 stars placed in astronomically accurate positions: almost everything within 50 light-years of us. Until now, I've shown various tests with 20–50 stars, but this is a qualitative step forward. Soon I'll add their real luminosities, spectra, and names, and increase the number to several thousand. Work continues.. )))

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Translated from Russian

Game modes

GAME MODES. Our game has a range of modes. Broadly, they fall into two categories: free to play and pay to play. The free-to-play mode involves playing various commanders and pilots of different species, including humans. Players will take part in military campaigns on planets and in space, control individual ships, squadrons, and fleets, and command various ground forces in land operations. This mode will also allow players to take the role of a criminal society. The outcome of each mission affects the campaign as a whole, and therefore the economy and armed forces of the opposing sides. Taking part in these battles lets players improve ships, train pilots and crews, access more advanced technology, and earn points and bonuses for their colonies and personal fleets. The pay-to-play mode involves playing the leader of a human colony or a freelancer. In this mode, the player starts as a human, either leading a colony or piloting a ship independently. Players can develop their colonies, found new ones, establish production, build their own warships and troops, capture new territory, and advance science and technology. A freelancer starts with a ship rather than a colony. Nothing prevents them from later buying an existing colony, capturing an enemy one, or founding a colony on a space station once they've accumulated the necessary resources. In essence, they can do everything a colony leader can; only the starting setup differs. Both modes take place in a shared world. The first is session-based, while in the second, players' assets remain in the active simulation and continue operating. Factories work, ships fly, and armies carry out their assigned tasks. The more effectively behavior protocols are configured and the more capable the officers in key positions, the faster technological and scientific progress will be, the more effectively ships will fight, and the stronger armies will be.

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Translated from Russian

Our development team is now Black Amber Games

A little news—or rather, slightly old news. We've settled on a name for our development team (thanks, Danya!). We are now called Black Amber Games. I made the logo in five minutes, so constructive criticism is welcome, as are useful suggestions or finished alternatives if you're good at that. Thank you!

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Translated from Russian

Using guns in space combat

Features of using guns in combat. Using guns in space differs substantially from using them in an atmosphere and under gravity. This matters both in battle and when designing or arming a ship.

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Translated from Russian

Weapons in space

If anyone does not know, then on the site, through the English interface, there is an access to Knowledge Base, which is gradually replenished. I'm putting out some fresh stuff that hasn't even been poured in yet.

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Translated from Russian

A fresh development report

Fresh. Report on the ongoing process. Move from Unity to Anrial. In addition to the fact that Anrial is stupidly prettier at once, there is also a bunch of very underwater and very important pebbles left. First of all, the network plan. On the one hand, the work needs to be remade from scratch. On the other hand, the work goes many times faster, because it is much faster to implement than to invent, to find a way to implement, and only then to implement. Very soon I expect a stirring server on which you can log in, create your own game personalities and possibly try out individual elements. At the moment, I write about two hours a day and about 4 hours a day with the code of hexakarta for the location and management of the colony. I write code from scratch, but on a ready-made idea, because under the unit has already been done up to the units. A little more about the lore of the game. What is written now, most likely, the player will not see and will not know. Most of it. Like most developers. But this is the basis in which events and their logic are written, on the basis of which events in our game will take place. Grains of this knowledge will be scattered in different places or will be opened in the course of events. My job is to give players the opportunity to think and assume. Many events will be dictated by the inertia of the previous ones, and an attentive player will be able to better navigate them, or even predict them altogether. I really don't like plot twists created just for these very twists. In our game, all the event elements, no matter how incredible they may be, are effects that have good causes and motives. And as the game moves away from the starting point, players will have more and more weight in what is happening. At the moment, the lore is not artistic, but in a rigidly informative form consists of 2 parts. 1. Description of civilizations. It contains information about the history, motives, secrets, purposes, device. On the basis of this document, official descriptions will be made available to all. And I note that these descriptions will not always be holistic and reliable to reflect information. For well-known information is formed not from facts, but from two vectors - the opinion of others and the "facade". Part 2 of Lora, that's history. The chronology comes from the moment of the catastrophe, which in turn happened in 2017 according to the Christian calendar. It's year zero now. Temporary historical periods are broken down into eras and are not tied to events on Earth. So far )). Total lore 5 er and preera, zero. This is the 5th era and lasts more than 6,000 years. As in the case of the lore of civilizations, information about history will be collected by grains. Now I can say the following. Information from the 5th era will help you understand why things are so in political and military disposition. Information from the 4th era will help in understanding many fundamental things. The information in 3 will help you understand why things work the way they do. Information from 2 will help you understand and forgive. () From the first era, in fact, almost nothing interesting and useful in most cases can not be learned. To get information about the zero era... there are many answers. To the latest questions. But the problem is that I don’t yet see how, following an honest history, logic and events, this information could be transmitted. Let’s say, for example, not a single bit of information about that era has any civilization surrounding the players. But there are chances. With a certain direction and pace of development of Earthlings, there is an opportunity to learn something. I don’t want you to think that this is the main mystery or the main quest of the game. Absolutely not. This is just one of the events that depends on the collective actions of the players. The chance is small, but there is one. Summing up. The player participating in our game will not be immersed in a world with cardboard decorations and types, but in a full-fledged drama of epic proportions. What role will he try on himself? I don't care. The survival of Earthling civilization is more important. Or not? ;

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