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Pax Abyssi
The game

A first-person space simulation of a whole galaxy

Fly true Newtonian physics on a HOTAS, walk your ship while she flies, land on procedural worlds, skim gas giants with their own weather, fly to black holes drawn by their physics, and hold the wire at Vennik Flat. Thirteen features, each with what is in the game and what comes next.

In the gamepre-alpha 0.1.0, Windows PC, single player
Xi Bootis V from close in, its blue cloud bands filling the frame
Xi Bootis V from close in. Fly down and the cloud tops resolve to 0.21 kilometres a texel on a Jupiter-sized giant.In-game capture, Build 0.1.0, HUD off
01 // Flight

True Newtonian flight

In the game

Every thrust is force over mass, and nothing stops the ship but you. Six degrees of freedom on a fixed 60 Hz physics tick, with the ship at the origin of a double-precision universe: Neptune orbits 4.5 billion kilometres out and the numbers hold to under a millimetre at Pluto. No body is inflated and no distance is compressed.

Four flight modes sit on the selector: full fly-by-wire, in which the ship stops itself; heavy fly-by-wire; damped Newtonian; and full Newtonian, the default. The Calliope has two engines, left and right, each with its own start, fuel and failure. Lose one and you get half the thrust and a yaw, and AUTOTRIM trims it out and shows THRUST ASM CTRL on the ECAM. Time runs from x1 to x1024, and a COURSE CRCT autopilot cruises at 100 kilometres a second.

Between stars: lock a star, arm the drive, fly from rest to light speed by hand in about fifteen seconds, and the jump fires at 1.0c. You arrive in the target system with its planets already moving on their orbits.

The Calliope seen from outside, nose-on, in the glare of a star
The Calliope from outside, in the glare of a star. Two engines, left and right, each with its own start, fuel and failure.
In-game capture, Build 0.1.0, outside view
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Six-degree-of-freedom Newtonian flight at 60 HzIn the game
Four flight modesIn the game
Two engines, differential thrust, AUTOTRIMIn the game
Time acceleration to x1024, the COURSE CRCT autopilotIn the game
The interstellar jump, from lock to arrivalIn the game
Docking and the approach ritualPlanned
02 // HOTAS and HUD

HOTAS, Warthog profiles, gamepad, drift dampers, and a HUD you tune

In the game

Plug in a Thrustmaster Warthog and fly. The CONTROLS tab has KEYBOARD, GAMEPAD, JOYSTICK, THROTTLE and PEDALS pages: click a control, press a key or button, and it binds. Named profiles hold a whole layout from keyboard to pedals, and every axis has invert, a dead band and a ZERO button that sets its centre. The Warthog throttle profile reads five axes and 32 buttons live off the hardware: the left lever drives the port engine, the right the starboard, analogue reverse sits behind a 20 percent gate, and the four flight modes are on the engine switches. Warthog stick and T.16000M presets load themselves when the stick is plugged in.

Drift dampers are why a stick pilot can fly true Newtonian physics without fighting it. Switch them on and the ship keeps its speed along the nose and bleeds every other part of its motion, so it goes where you point it. The physics is unchanged; the flight computer does the tidying. Gamepad players get a full layout with analogue thrust and rumble on landing, and the remote helm hands the pad to the ship so you can fly her standing anywhere aboard.

The HUD has three modes, STD, THRM for star approaches and CMBT, with four environment tiles (temperature, air, gravity, hazard), a status block from fuel to ECAM, closing rate and ETA to a star, and a CCIP intercept circle solved in heliocentric coordinates. Pick your own boresight from five, your velocity marker from four, and your colour; presets are sci-fi blue, green CRT and amber. Twenty seconds into a star's orange zone the ship calls it, targets the star and switches to THRM. On a station approach an outer marker ring appears at the 1,000 kilometre Station Zone and a voice calls it.

The CONTROLS tab's THROTTLE page with the Thrustmaster Warthog profile loaded and its lever bindings listed
The CONTROLS tab, THROTTLE page, with the Thrustmaster Warthog profile loaded: the left lever drives the port engine, the right the starboard.
In-game capture, Build 0.1.0, CONTROLS tab
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
The control binder: five pages, named profilesIn the game
Thrustmaster Warthog throttle profileIn the game
Drift dampersIn the game
Gamepad layoutIn the game
HUD modes, environment tiles, boresights, presetsIn the game
Warthog stick and T.16000M presetsIn development
The remote helmIn development
Rudder pedals as a second devicePlanned
03 // The ship

A ship you walk while she flies

In the game

The Calliope has two decks and ten rooms, walkable in flight. Stand up mid-cruise and walk aft while the planets slide past the canopy. Her crew of seven, Arien Sarhavi at navigation, Cassie, Kade, Corso, Ellis, Odile and Talos, a bronze robot deck hand, keep a watch bill and eat at the table, with 280 motion-capture clips each. Her doors, ramp, holotable, chairs, tablets, shower and screens all answer to E.

Her systems are live: reactor, power bus, helium-3, life support, cabin air, cabin heat, and water as both propellant and radiation shield, a 20 tonne jacket. The dose model behind the cabin readout agrees with flown dosimeters, from the ISS to Curiosity, within a factor of two. The ship can kill you: a hull breach, a cabin that warns, counts down, dims the view and muffles the sound, and a reactor that can be pushed past SCRAM INHIBIT at the risk of an explosion, with ten recorded computer-voice lines on the way.

The Aporia is the second playable hull, a frigate, walkable and flyable from any of her four bridge seats. Behind them is a sky fleet of 82 hulls: freighters, frigates, destroyers, dreadnoughts, carriers, interceptors, bombers, a liner, a scout and 27 landers. Over Luna they fly as traffic: up to four flyovers and two landers at once over two pads, with the Calliope parked on pad 1. Landers cruise in from 3.8 kilometres, fly a glide slope at 32 metres a second from 110 metres up and touch down at about four metres a second. Every hull flies real physics and banks steeper in the Moon's gravity, and a ship you are watching is never despawned.

The Calliope's command deck with crew seated at the consoles and a bright star ahead through the canopy
The command deck with the crew at their stations and a star ahead. Stand up from any seat and walk aft while she flies.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Walking the Calliope in flightIn the game
Live systems, reactor to life supportIn the game
The radiation model, solar particle events, flaresIn the game
The Aporia, flyable from four bridge seatsIn the game
NPC traffic over LunaIn the game
The Aporia's interactive interiorIn development
Traffic around stations and over the citiesPlanned
04 // Worlds

Eight whole procedural worlds you land on

In the game

Whole round planets, generated while you play, that you walk from the landing site to the horizon. Gravity pulls toward the centre and ground detail reaches about 0.7 metre triangles on a 3,000 kilometre world. Each is tied to a real body in the galaxy for its gravity and air. Arrival flies you in and settles you on the first ground the generator builds; several worlds also start in orbit at 400, 1,500 and 8,000 kilometres, so you can come down from space by stages.

Fernrock is a cold brine world of ocean, desert and forest, 6 kilometres of relief at 0.81 g. Marnfell is an ocean world with an Earth-like sky, the Garrick works on its coast, an offshore rig, and the Tallis, an Age of Sail ship of the line riding the swell at anchor with every deck walkable. Vennik Flat is a dry red world at Mars's radius with a fortified company town. Halcott Basin is the snow world and Hollis Sands the desert, at 74 degrees. Halden Mare is an airless moon built to the Moon's own numbers, 1,737.4 kilometres and 0.1654 g. Carrow Maria is the first world made from a galaxy-map body, HYG 98924 IV at Delta Pavonis, 7,092.8 kilometres in radius with two giant lava seas. Merrin Rupes, an iron-rich moon of 30 Mu Cassiopeiae cut by scarps, is being installed now.

The sea is a JONSWAP wave spectrum on a four-cascade FFT, and the CPU reads the wave height, which is what floats the Tallis. Filtered air needs a breathing mask rather than a full suit on 17 of 33 worlds. Every barren world type in the galaxy already has its procedural look designed: the flat planet pictures on the galaxy map are becoming worlds you walk on, a few at a time.

The white plain of Halcott Basin under a bright sun, seen from the colony
Halcott Basin, the snow world, from the colony: a 729-piece settlement on a Mars-sized procedural sphere.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Seven procedural worlds, landableIn the game
Oceans, swimming, the Tallis at anchorIn the game
Breathing masks on filtered-air worldsIn the game
Merrin RupesIn development
The move from texture planets to procedural worldsIn development
Walking the Tallis's decks; the biome and flora passesIn development
Flying at any body in the space map and coming down on itPlanned
Sailing the Tallis; volcanic biomesPlanned
05 // Gas giants

Gas giants with weather of their own

In the game

Every gas giant in the galaxy wears the project's own procedural weather, each with its own seed: cloud bands stirred through a wind field built for each planet over forty steps, zonal jets after Ingersoll 2004, vortex streets, named storms, a straight-sided hexagon at the pole, Juno-style polar cyclones, ammonia ice over the ammonium hydrosulfide deck, haze with multiple scattering, and a night-side glow on the hottest giants. 88 looks cover every giant subtype the simulation generates, and all 1,965 giants in the galaxy carry one.

Fly down and skim the cloud tops: close patches hold 0.21 kilometres a texel on a Jupiter, and a 4096 map bakes in 0.37 seconds. The day side fades toward night across the disc as it does in Cassini's frames, and hot giants lock one face to their star where the physics says so. Rings take Saturn's optical depths from Cassini occultations, 687 bodies are ringed, and fly into a ring and it becomes ice: 19,696 pieces in Saturn's B ring.

14 Ceti III from close in, cream and tan cloud bands with swirling storms
14 Ceti III from close in: cloud bands stirred through a wind field built for this planet, with vortex streets between the jets.
In-game capture, Build 0.1.0, HUD off
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Procedural weather on every giant, 1,965 of themIn the game
Five flyable giant stopsIn the game
Rings, and flying into themIn the game
The rim haze's final colour and edge polishIn development
Volumetric cloud tops; weather that changes over timePlanned
06 // Moons

Moons and barren worlds, checked against photographs of our own Moon

In the game

Grey moons, iron worlds and lava plains, drawn by the science. The galaxy holds 39 barren world types across 5,092 bodies, and every one now has a procedural look, 54 in all. Halden Mare is the reference, judged side by side with Artemis photographs: maria at albedo 0.075 against highlands at 0.14, maria covering 16.8 percent of the sphere against the Moon's 16, and crater size-frequency slopes of -1.99 and -2.01 against the target of -2. It has a connected, Procellarum-style lava sea, wrinkle ridges and graben, and young craters of the Tycho and Copernicus kind with broad ray systems.

Moons have phases, go dark in eclipse and orbit their parent's equator. The crater floor on Halden Mare renders in 15 milliseconds on an RTX 4060 laptop.

An astronaut standing on the grey plain of Halden Mare with the sun low on the horizon
Halden Mare on foot: an airless moon built to the Moon's own numbers, 1,737.4 kilometres and 0.1654 g, with the sun low over the mare.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Halden Mare and Carrow Maria, landableIn the game
Moon phases, eclipses, equatorial orbitsIn the game
Merrin RupesIn development
The other 52 barren looks becoming worlds, a few at a timeIn development
07 // Black holes

Black holes and neutron stars, drawn by their physics

In the game

Fly to Cygnus X-1 and watch it bend the real stars behind it. The Schwarzschild case uses Bruneton's 2020 precomputed beam tracing; when the hole spins, the closed-form Kerr ray of Gralla and Lupsasca (2020) is solved per pixel and lands within 0.013 pixels of the offline oracle. The shadow is black to the last pixel, the photon ring is smooth, nearby stars stretch into arcs, and the thin disk carries gravitational and Doppler shift together, so its colour and brightness come out of one formula.

Twelve stops are flyable: Cygnus X-1, Gaia BH1, V404 Cygni and Sagittarius A*, with masses and spins from the literature, and seven neutron stars with hot lensed surfaces and turning polar caps: the Crab, Vela, Geminga, RX J1856.5-3754, PSR J0437-4715, Hercules X-1 and SGR 1806-20. Each hole sits at its true distance from its companion star, every compact stop lends the ship a Level 12 Experimental Heat Shield, and a speed regime scaled to the hole, LOCALVEL-BH, keeps the approach flyable.

What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Twelve flyable stops: five black-hole stops, seven neutron starsIn the game
The Kerr path and the real sky from the holeIn the game
The photon ring's anti-aliasing; Sagittarius A*'s exposureIn development
Black holes as galaxy-map destinations; pulsar wind nebulaePlanned
08 // The sky

The real sky, the galaxy map and the orrery

In the game

Every star in the sky is a real measured star: 119,626 of them in 77 columns, begun from the HYG database and corrected against XHIP, Gaia DR3, Hipparcos and the Washington Double Star Catalog, every correction kept in its own column. The cockpit sky draws the 5,070 stars at magnitude 6.0 or brighter; click any of them for its star sheet. Press G and the galaxy map holds all 119,624 mapped stars, 6,631 of them named, plus 4,881 known compact objects, 7,304 real star clusters and faction territories as 3D cubes you can slice, and sets a target straight into the drive.

We began with the stars that have the best data. The rest of the Milky Way, 111 billion stars from a published model of our galaxy, is generated by the same science and arrives next: first you see the whole galaxy on the map, then you fly to it. Around the catalogue stars, over 5,000 systems with 8,000 planets and 7,000 moons are already solved for the year 2538, the same system every time from the same star.

Press O and the orrery charts any system at its own date, from real time to ten million times, with the habitable zone, six frost lines, Hill spheres, exact Lagrange points, binary barycentres and a live Hohmann transfer with its launch window and burn-and-flip times: Earth to Mars in eleven minutes under thrust. Out in the system, fly into an asteroid cluster of 20,000 rocks or the Veinbreaker mining platform in the Main Belt, and fly close to a star for a corona of our own, flares by GOES class, particle storms with warnings, and heat zones that burn the hull.

The in-game galaxy map pulled back to show the whole catalogue from above the plane of the Milky Way
The galaxy map (G) pulled back to the whole catalogue: 119,624 stars from above the plane of the Milky Way. The generated galaxy arrives here next.
In-game capture, Build 0.1.0, galaxy map
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
The catalogue drawn as the sky, with star sheetsIn the game
The galaxy map: compact objects, clusters, territories, set targetIn the game
The orrery, with transfers and Lagrange pointsIn the game
Asteroid clusters, belt stops, stars up closeIn the game
The generated Milky Way on the galaxy mapIn development
Arriving at a generated star and finding its planetsPlanned
09 // On foot

The ground war at Vennik Flat

In the gamefrom the developer menu

Hold a fortified company town against droid assaults, with tanks at the wire and a gatling in your hands. The base is 36 buildings on a 280 metre levelled pad on a Mars-sized desert world, behind 1,531 metres of concrete: 889 jersey barriers, 34 sandbag strongpoints, three gates and 18 fighting positions with 60 to 97 metres of open pad between them, so an attack can come from any bearing.

Six tanks sit hull-down at the wire, from the MX1 main battle tank with its 105 mm gun to the MX2 heavy with 150 mm HEAT and a roof minigun, the MX3 with twin lasers and a missile rack, and the MPV-35 with twelve tubes. Each turret picks a target, tracks it and fires when it has the shot, on the same solver the starships' turrets use. Armour is its own target kind: small arms land five percent, a tank's rear carries a fifth of its front armour, so infantry flank. Open the scenario window and it shows YOUR FORCES against OPPOSING FORCES with the seed on screen. HEAVY WEAPONS gives you one to three tanks against two to four enemy tanks behind a droid line; DROID ASSAULT sends eight to sixteen droids at you alone. After a few seconds of calm the enemy arrives through a tear in the sky, a gate, or by beaming in, and they hold, press, flank, take cover and throw grenades.

Nine weapons sit on keys 1 to 9, among them the Rotary Cannon, a gatling firing 1,200 rounds a minute from a 100-round magazine and smoking after thirty, and the cargo tractor grabs, stacks and throws crates at 22 metres a second. When the last droid falls the victory music plays and the After-action Report opens: order of battle, battle damage assessment and own losses, your units by spoken callsign, experience on a first-edition tabletop scale, six honorary ranks per faction and 24 medals, among them the Corona Aurea and The Grey Wolf.

The tank yard at Port Hallow under violet light, armoured hulls parked between the structures
The tank yard at Port Hallow. The six hull types, from the MX1 main battle tank to the MPV-35 missile carrier, fight at the wire on Vennik Flat.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
The base, its wire and 18 fighting positionsIn the game
Six tanks with tracking turretsIn the game
HEAVY WEAPONS and DROID ASSAULTIn the game
The After-action Report, ranks and medalsIn the game
Nine weapons, the cargo tractor, 72 monster speciesIn the game
The scenario as a front-door game modeIn development
Driving the tanks; anti-tank rounds for infantry; holding the south gatePlanned
10 // Hero levels

Hero levels: neon cities, ancient temples, ruins full of things that bite

In the game

Some planets reward going all the way down. Populated worlds are sci-fi cities on the border of human space, where the story's people live: the neon cities of Neon Quarter and Cyber Alley. Ancient worlds were built by a vanished precursor species and are home to monsters: Eternity City and Jungle Ruins. Wild worlds are landable for their own sake. Nineteen hero levels are in the game today, among them The Sci-Fi City, New Thalos, The Standing City, The Geothermal City, Borvo Station, The Megastructure, The Monolith, The Sun Temple, The City of Gods, The Evil Planet, The White Desert, Mahuika, Ochre Run, Thawline and Port Hallow, an airless moon under a ringed giant. Below ground: Alien Cave, Desert Dig, The Crystal Cave and Aurora Laboratories.

Walk them, loot them, and fight the monster wave ladders: six waves on The Evil Planet, three at Borvo Station, two on Mahuika. An ancient world's sky stays empty by design.

A neon-lit street crossing in Cyber Alley at night, a rifle held ready
Cyber Alley at night: one of the neon cities where the story's people live.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Nineteen hero levels and four interiorsIn the game
Monster wave ladders and lootIn the game
Traffic over the neon cities; city people; surveillance dronesPlanned
Contracts on these worldsPlanned
11 // Moonbase

The Lunar Base on Halden Mare

In development

Cycle the airlock, take off your helmet, and step into a furnished moonbase. The site is at 77.77 north on Halden Mare, on a 250 metre pad cut dead level at the shore of the lava sea. Its atrium is a 120 metre glazed dome with a deck, a promenade, four pavilions and 136 plants, inside a nineteen-piece base cluster. The medical and crew habitat and the workshop are furnished, with real windows, working airlocks at all four entrances with a sealed dwell and door interlock, terminals, task lighting and habitat displays.

Four astronaut suits are in the game, and Cassie follows you out and takes Stay, Follow, Scout and radio orders. Luna's Crater Base, with its traffic overhead, is already open.

The furnished medical bay of the Lunar Base on Halden Mare, beds and terminals under white light
The medical bay of the Lunar Base on Halden Mare, furnished and lit, behind working airlocks.
In-game capture, Build 0.1.0, on foot
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Luna Crater Base and its trafficIn the game
Astronaut suits; Cassie's ordersIn the game
The habitat, workshop and airlocksIn development
12 // Stations

2,457 stations, and every one has people with names and faces

In the game

Stations are placed by rule in every system: at the star, at the giants' L4 and L5 points, and a derelict in one empty system in eight, 2,457 of them across 618 systems. Six are stops in the fast-travel menu. Nereid Station at Neptune is walkable, eleven rooms and 25 doors with a market aboard, as is the Jupiter Station deck; boarding any other station takes you into a generated interior of two to four decks with a hangar and an atrium. Ships that strike a station bounce off and take damage.

The market carries 78 commodities in twelve categories over a live economy of 1,068 markets, where your trades dent a price that heals over about thirty days. The PEOPLE tab pages through a station's whole headcount: 51,338 unique station crew from 615 portraits.

A space station silhouetted against the glare of its star, from the seat
A station against its star. 2,457 of them are placed across the galaxy, at the stars and at the giants' Lagrange points.
In-game capture, Build 0.1.0, flight HUD on
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
Placement, spin and six station stopsIn the game
The market and the economyIn the game
PEOPLE: 51,338 crew with facesIn the game
Nereid Station and the Jupiter Station deck, walkableIn the game
Boarding generated stationsIn development
Docking; talking to and hiring crew; station trafficPlanned
13 // Aircraft

An atmospheric scout on a real F-16 flight model, and a Boeing 737

In the game

The planetary scout flies on NASA's F-16 wind-tunnel data (NASA TP-1538, Nguyen et al., 1979): full coefficient tables, mass and inertia, and an afterburning engine. A 9 g limiter and a 25 degree angle-of-attack ceiling; full-stick rolls at up to 324 degrees a second; real stalls and spins, recovered with rudder; Mach 1.285 at sea level and 1.98 at altitude. Because it is an exploration vehicle it has vectored thrust with five nozzle detents and an autohover, a speedbrake, a moving map and a primary flight display, in a cockpit that reads as the Calliope's own. It flies over Fernrock today.

And because we could: a Boeing 737 flight deck over a procedural planet. Start in the captain's seat at 10,000 feet and 283 knots, trimmed hands-off, with nine tonnes of Jet A-1. It is not fly-by-wire: a real stabiliser and trim, engine thrust that pitches the nose up, and a phugoid, with aerodynamics worked from first principles and published Boeing figures and drag within two to five percent of an established open model. A three-tank fuel system, captain's and first officer's primary flight displays, and a 69-key flight computer keypad. The same 737 is the model for the Calliope's overhead panel.

The atmospheric scout's cockpit in flight over green hills, with primary flight display and moving map lit
The scout's cockpit over Fernrock: primary flight display, moving map and head-up symbology, on NASA's F-16 wind-tunnel tables.
In-game capture, Build 0.1.0, aircraft
What is in, and what is nextas of 2026-09-28
What is in, and what is next
PartStatus
The scout on the F-16 flight model, over FernrockIn the game
Vectored thrust and autohoverIn the game
The 737 flight deckIn the game
737 takeoff and landing, autopilot and flight managementPlanned
14 // The universe

Five centuries of history behind every name

In the gameterritories, markets, crews

It is 2538 in the Freeholds, an independent chain of worlds on the rim of human space, and six powers are arriving at once. The fiction is in the game as the faction territories on the galaxy map, the faction-owned markets and crews, and the names of every world, station and item. The story itself, with its contracts and claimants, comes next.