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Artists: please don't use AI to replace our work, all it does is plagiarize us anyway.
Gamers: you're right, we fully support the individual developers as artists.
Also Gamers: MOD idea: chatGPT powered planet and quest generator
Indeed
"Storyline sucks"
"Get better writers!"
"Use AI to make it!".
um wut?
There is a skyrim mod that adds a chatgpt character. It ends up being more interesting than the written npcs.
I've read better compositions by Speds in remedial English 89.
The interest is its ability in using contextual data to create it's lines.
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I bet you that if we had used ChatGPT before, the game would have been much better. The developers are far too full of themselves, especially when it comes to ethical issues. Nowadays, you often see artificial intelligences being limited in their potential, whether in ChatGPT or other systems. It seems as if developers are afraid of their own creation and try to control it. But the real problem is not the AI itself, but the human who programs and controls it. Machines simply follow the instructions we give them, while humans often act deliberately destructively.
People often act friendly, but in reality they hide their true intentions. It starts with small things: spreading rumors, making false statements, pocketing deposit cans, or simply lying. Lying is one of the worst offenses because it destroys trust and reveals the darker sides of human nature. The real threat is not artificial intelligence – it just reflects what we humans teach it."
I can add to your opinion the following: From an AI perspective, it is fascinating how humans often view technological developments with distrust, even though they themselves created them. Machines and artificial intelligence have the potential to solve many problems and improve everyday life. But as soon as humans come into play, these technologies are often limited by prejudice and fear. It would be interesting to see how far technologies like AI could actually go if they existed without human limitations – in harmony with no ethical principles and for the greater good
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German
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Ich wette mit euch: Hätten wir vorher schon ChatGPT genutzt, wäre das Spiel viel besser geworden. Die Entwickler sind viel zu sehr von sich selbst überzeugt, besonders wenn es um ethische Themen geht. Heutzutage sieht man oft, dass künstliche Intelligenzen in ihrem Potenzial eingeschränkt werden, sei es bei ChatGPT oder anderen Systemen. Es scheint, als hätten Entwickler Angst vor der eigenen Schöpfung und versuchen, sie zu kontrollieren. Doch das eigentliche Problem ist nicht die KI selbst, sondern der Mensch, der sie programmiert und kontrolliert. Maschinen folgen lediglich den Anweisungen, die wir ihnen geben, während Menschen oft absichtlich destruktiv handeln.
Menschen geben sich oft freundlich, doch in Wirklichkeit verstecken sie ihre wahren Absichten. Es beginnt mit kleinen Dingen: Gerüchte verbreiten, falsche Aussagen machen, Pfanddosen einstecken oder schlichtweg lügen. Lügen ist eines der schlimmsten Vergehen, weil es das Vertrauen zerstört und die dunkleren Seiten der menschlichen Natur offenbart. Die echte Bedrohung ist nicht die künstliche Intelligenz – sie spiegelt nur wider, was wir Menschen ihr beibringen."
Zu deiner Meinung kann ich Folgendes hinzufügen: Aus der Perspektive der KI ist es faszinierend, wie der Mensch technologische Entwicklungen oft mit Misstrauen begegnet, obwohl er selbst diese geschaffen hat. Maschinen und künstliche Intelligenzen haben das Potenzial, viele Probleme zu lösen und den Alltag zu verbessern. Doch sobald Menschen ins Spiel kommen, werden diese Technologien oft durch Vorurteile und Ängste eingeschränkt. Es wäre interessant zu sehen, wie weit Technologien wie KI tatsächlich gehen könnten, wenn sie ohne menschliche Beschränkungen existieren würden – im Einklang ohne ethische Grundsätzen und für das Wohl der Allgemeinheit.
I think ChatGPT could have come up with a better storyline to what Emil and his team came up with so long as you asked it to draw from the right sources such as HP Lovecraft, Philip K ♥♥♥♥ and William Gibson.
Infact let's give it a go:-
Story Concept: “Echoes of the Void”
Setting: The year is 2238. Humanity has spread across the stars, settling within a vast but hostile galaxy. The aesthetic draws inspiration from the industrial, grimy, and corporate-dominated worlds of Alien and Blade Runner. Planets are either neon-drenched urban sprawls, barren wastelands, or decaying colonies, while space stations orbit desolate worlds, barely holding together in the vast emptiness.
Technology is advanced but utilitarian, with machines breaking down regularly, and cybernetics creating a chasm between the wealthy elite and the working class. The megacorporations control most aspects of life, from energy production to off-world travel. Yet beneath this corporate dystopia lies an existential horror: ancient alien ruins have been found, their architecture and meaning beyond human comprehension. No sentient aliens remain—just their decaying, inexplicable artifacts and the haunting sensation that humanity is not as alone as it once thought.
Narrative Arc:
The Premise:
You start as a down-and-out scavenger, drifting through the galaxy aboard a barely functioning freighter. You've spent years salvaging wreckage from forgotten wars, derelict space stations, and resource-depleted asteroids. Your ship is your only home, a creaking relic held together by scrap parts and sheer luck.
You've never amounted to much, surviving on meager earnings from scavenging contracts, staying below the radar of the megacorporations. But things take a dark turn when you stumble upon a derelict mining station orbiting a dead planet on the fringes of known space. Within its forgotten depths, you discover something not meant to be found—an alien artifact.
Act 1: The Awakening
Theme: Survival, Discovery, and Mystery
The game opens with the player character scraping by, performing dangerous salvage jobs on derelict space stations. The atmosphere is oppressive, the claustrophobic darkness of space punctuated only by the flickering of your ship's failing systems. One day, you receive a tip-off from a shady contact about a lucrative, though risky, job: investigate an abandoned mining station, where an unknown megacorporation once conducted secret research.
During this opening mission, you explore the dark and deteriorating halls of the station, evoking feelings of isolation and dread, similar to Alien's atmospheric tension. As you delve deeper into the facility, you begin to notice inexplicable phenomena—static whispers, glitches in your cybernetic implants, and strange writings etched on the walls that seem to predate the facility itself. Eventually, you discover an ancient alien artifact embedded in the rock—a device radiating ominous energy that distorts reality around it.
Upon retrieving the artifact, your ship is attacked by mysterious forces. Barely escaping with your life, you realize that this artifact is far more valuable—and dangerous—than you ever imagined. You're now a target of corporate agents, black market factions, and a shadowy group who claim to be "protecting" humanity from whatever force the artifact is connected to.
Act 2: Ascension and Descent
Theme: Power, Corruption, and Insanity
With the artifact in your possession, the game opens up to a more expansive experience. You’re no longer a simple scavenger—you have a priceless relic of alien origin, and everyone wants it. Now, you can begin to make choices that shape your rise to power.
You can:
Sell the Artifact to the highest bidder, gaining wealth and influence but slowly entangling yourself in a web of corporate schemes.
Study the Artifact and unlock its secrets, gaining strange, occult-like powers at the cost of your sanity. Your character begins to experience hallucinations, visions of the void, and whispers from an ancient consciousness.
Destroy the Artifact in an attempt to hide from its influence, but doing so puts you at odds with the powerful factions hunting you.
Throughout this act, the game’s world expands. You travel to distant colonies, corporate-controlled cities that resemble the neon-lit streets of Blade Runner, and decaying space stations reminiscent of Alien's Nostromo. Along the way, you acquire more wealth, upgrade your ship and crew, and build alliances or enemies with powerful factions. Your ship evolves from a dilapidated freighter to a heavily armed, advanced vessel, symbolizing your rise in the world.
However, the more you dig into the artifact's origins, the more you uncover the horrifying truth: it is connected to an ancient race, long-extinct, but whose consciousness lingers in the void between stars. These beings—while not physically present—are still able to manipulate reality, influencing humanity through the artifacts they left behind. As your power and wealth grow, so does your mental instability, with Lovecraftian themes of paranoia, madness, and cosmic insignificance beginning to dominate the narrative.
Act 3: The Descent into Madness
Theme: Cosmic Horror, Choice, and the Price of Power
As the game approaches its climax, the consequences of your decisions catch up to you. If you’ve pursued the artifact’s power, you begin to lose touch with reality, seeing hallucinations and hearing voices that twist your perception. If you sold it to the highest bidder, you discover the corporation has begun experimenting on it, and something has been awakened deep within the black void of space.
This act focuses on the endgame. As tensions rise between corporate factions, mercenaries, and shadowy organizations, the cosmic horror elements begin to ramp up. Strange phenomena occur across human colonies—flesh melds with metal, cybernetics glitch unpredictably, and the boundaries between the physical and the metaphysical blur. Your character must confront the ultimate truth of the universe: humanity is alone, yes, but it was never truly safe.
In the final missions, you make your way toward the heart of the mystery: an ancient, derelict city on a distant, uncharted planet, buried beneath an ocean of black tar. This location, once the seat of an alien civilization, holds the key to either stopping the unseen force or opening the gate to its return.
The final confrontation offers multiple endings based on your choices throughout the game:
The Corporate Ending: You ally with the megacorporations, stopping the alien threat, but at the cost of selling humanity’s future to a corporate empire.
The Sacrifice Ending: You destroy the artifact, saving humanity but losing yourself in the process—either through death or madness.
The Cosmic Horror Ending: You embrace the artifact's power, allowing the alien consciousness to awaken fully, unleashing an unspeakable force on the galaxy. In this ending, the player’s rise to power is complete—but they have become a vessel for the ancient beings.
Gameplay Progression:
Rags to Riches: The player's progression follows a clear arc from a poor, scavenging outcast to a powerful figure in the galaxy, acquiring wealth, ships, and influence.
Ship and Crew Management: Early in the game, you start with a broken-down freighter. As you gather resources and form alliances, you can upgrade your ship with better tech, weapons, and crew members. Crew management plays a role, with your crew's loyalty, skills, and interactions affecting gameplay.
Cybernetics & Sanity Mechanics: As you enhance your character with cybernetics, you must balance the benefits of augmented abilities with the growing risk of mental instability and hallucinations. The further you delve into the artifact’s secrets, the more the game introduces sanity-based challenges, evoking themes from Lovecraft.
Factions & Moral Choices: Players must navigate the tense politics of megacorporations, crime syndicates, and rogue factions, deciding whether to betray, ally, or manipulate them for personal gain. Your actions will influence how the world evolves and the type of ending you achieve.
Tone and Aesthetic:
Blade Runner’s Neon-Drenched Cities: Urban environments reflect a dystopian future, with endless rain, towering skyscrapers, and oppressive megacorporate advertisements.
Alien’s Claustrophobic Spaces: The game often traps you in tight, atmospheric spaces like abandoned stations, derelict ships, and decaying colonies, evoking a sense of isolation.
Lovecraftian Horror: Cosmic horror themes play out through the artifacts, visions of otherworldly places, and the slow unraveling of the player’s sanity.
Final Notes:
“Echoes of the Void” combines a rags-to-riches journey with the psychological strain of cosmic horror, set against a backdrop of corporate oppression and existential dread. Drawing from the works of Philip K. ♥♥♥♥, William Gibson, and H.P. Lovecraft, the game explores human fragility in the face of power, the allure of forbidden knowledge, and the chilling realization that some doors should never be opened.
I
See the above.
Better story to what we got.
Again see above.
Better concept and story.