Sesse sees the crossing
One navigator breaks doctrine for two seconds. Three hulls survive because certainty does not.
Read Act One ↗SUPPLEMENTAL MATERIAL // BOX 01 OF ∞
The stories behind the war table: marked-up histories, disputed maps, character files, race studies, relic photography, and artwork recovered while building Game of Worlds.
DISC ONE // ORIENTATION
These five files establish what the galaxy is, what it refuses to explain, and which version of a disputed event counts as canon.
The Trellis, the blackout, the wreck economies, and the wager at the heart of every crossing.
Read the opening dossier ↗ RULE / 11The rules the fiction cannot cheat: travel, information, danger, ownership, and consequence.
Open the rulebook ↗ TIME / 20A reconstruction of the blackout, the Concord, the Lamp network, and everything that followed.
Unroll the timeline ↗ LEX / 07Reckoning, traces, mouths, Lamps, the Trellis, route memory, and the language people actually use.
Consult the index ↗ CANON / 19What is fixed, what is an unreliable account, and where a player’s campaign may disagree.
Check the red file ↗DISC TWO // FEATURE PRESENTATIONS
The setting works best when a rule becomes a decision someone must live with. These are the moments the archive keeps rewinding.
One navigator breaks doctrine for two seconds. Three hulls survive because certainty does not.
Read Act One ↗
The climax is a refusal performed through careful work, not a speech.
Open Rell’s file ↗
A returned ship without a mark on its paint is more frightening than a wreck.
Read the recovered account ↗
Two moons disappear behind Titan mass. One fixed gun keeps its promise.
Read the battery warden’s account ↗
Eight traces continue. Wren makes the one wager that pays.
Follow the route mark ↗
Warmth, dangerous cartography, and the quiet comedy of somebody selling yesterday.
Return to Act One ↗DISC THREE // ART & COMMENTARY
Not encyclopedia wallpaper: production references tied to exact scenes, interface roles, and canon guardrails.




Alert means quieter and more intent—not louder. Four production states keep that performance intact.
Inspect the state set ↗
Registry glyphs, homeworlds, and three anchor hulls give every fleet a readable family.
Open the fleet cabinet ↗
Physical evidence without readable seams, labels, or a construction method the camera can explain.
Read the unattributed file ↗


SPECIAL FEATURES // CASE FILES
Commentary tracks for the parts of the setting that do not fit neatly into a single story.
The offices, fleets, markets, and political machinery between the twelve peoples.
CIVILISATIONSBiology, culture, homeworld, conflict, visual language, and what each society cannot see.
CASTRell, Sesse, Keth, Ito, Vance, and the people who turn systems into choices.
MATERIAL STUDYThe resource, instrument stock, economic standard, and cultural argument beneath the interface.
WONDERSLarge works, disputed purposes, and the places where recovered machinery changes a civilisation.
COMMENTARYThe promises, debts, images, and recurring decisions that stitch separate accounts together.
DESIGN NOTESHow gameplay systems become setting truths without turning the fiction into patch notes.
STUDIO FILEWhat exists, what is ready for screens, what should wait, and why spectacle is being rationed.
ARCHIVE DIRECTORY // SITE MAP
The repository is the canonical archive. This map is the human entrance; GitHub keeps every source file inspectable and versioned.
THE SOURCE SHELF
Read the Markdown, inspect the art prompts, trace revisions, or use the archive as a contributor’s map.