The narrative team covers Tevarin and other alien NPCs, datapads, the Galactapedia, and Pyro lore including XenoThreat, the whip crab and the ranta. They also discuss Xi'an manufacturers, Nyx settlements, jump point "Swiss cheese," and Goss.
TL;DRTevarin are absent from Stanton because of staggered development, not lore; they plan to add them over time, with larger enclaves elsewhere, though some Tevarin do live in Stanton.
This is just part of staggered development, is really the answer. We want to have Tevarin spread throughout the UEE as appropriate, and they'll have bigger enclaves that we've talked about in the lore, and maybe we can dive into those a little bit in a second just for some fun background. Generally, it'll come to pass, like how there were no refineries available for players to see until we added refineries, even though in lore, of course, they were refining stuff all the time. So that's our hope and goal. Down the road, we'll have a quarter where we get art and design, environment art, character art, a bunch of props, different disciplines that have to focus on creating these kinds of elements in order to have the Tevarin in place. And so that's the answer. But they do, there are Tevarin living in the Stanton system anyway.
And with the system too, since it's owned by all these corporate entities, there's no Tevarin architecture, because those entities, these companies, aren't building Tevarin buildings or shrines or anything related directly to that. If you go to Elysium or Branaugh or other places like that, where there's going to be more Tevarin enclaves, you might see more Tevarin architectural influence in that way too, not just in them being there, but also maybe their input on stores and different areas, locations like that too.
TL;DRThey want to add alien NPCs, kiosks and signage down the line, depending on development factors; Banu and Xi'an text already exists, Tevarin language is still in development, and a Montreal branding team is being built.
Yeah, it's just the same answer. Like Will said, it depends on a lot of factors related to development and related to the different teams working together to make the best aliens that we can make. But down the line, we really want not just Tevarin and Tawai walking around, but Xi'an and Banu. And Banu kiosks, little stands where Banu are selling things, various Banu and Xi'an signs. Ideally, we would also have Tevarin language signs, although that would be contentious itself within the Tevarin community. Some of them would hate to see stuff in Tevarin language, and some of them would say, no, no, no, it's time for us to embrace the culture that we threw away. And there might be fights over it. Who knows?
And different locations that would embrace those signs too, or want to maybe convert some of the human standard stuff into their language as a way to kind of reclaim their history. So it's a fun little balance for the aliens, for them to have to kind of see that played out through the environment.
Folks are aware of our budding studio up in Montreal with our partners at Turbulent. One of the teams that is currently being built out there right now is a branding team, specifically designed to help unify and explore and exploit all the opportunities for in-game branding. That includes things like graffiti and stuff like that. So I was just talking to them the other day, and they've got their work cut out for them. But when they get up and running, there's going to be a lot more immersive decor to the environments that you see. A lot more branding that seems genuine and in place and proper for the location. I'm excited for it.
Yeah, they were just asking about some Banu language the other day, which I think I pointed them correctly to you, Cherie. Cherie's our in-house xenolinguistic expert, who works with our external xenolinguistic expert. He's our true expert. So for eagle-eyed players out there, there is Banu and Xi'an text already in the game that you can find around our different locations. Do you want to give an example, Cherie, that comes to mind?
Yeah, there was a Luminalia greeting on that cool sweater. It was the fan design sweater last year, wasn't it? We loved that. And we loved how the fan made sure to include accurate Banu text on it. That was a really nice touch.
So it's pretty neat. And then Tevarin, just to clarify, we're still in the process of developing that with Britton. It was a lower priority language because it's not as in active use as Banu and Xi'an were going to be in the game, though it's still coming and we're going to have it.
Oh, yeah. And we're having a lot of interesting discussions about how we're going to develop it. Britton favors a two-pronged approach where he develops the bones of the language as it actually was before the purge, and then he develops a modern version of the language that's mixed with UEE standard to create kind of a newish language, like what happened with English when the French invaded.
Yeah, it's very extra. We love it. Britton takes it next level. I've seen some of the docs. He will send Cherie a doc 100 pages long with questions about a certain species to be like, give me an idea about this. And he's all in and he's very into the details. It's incredible.
TL;DRThey hope to add datapads more frequently and improve how they're read, and eventually bring old dispatches into the game, but give no timing; Kid Crimson's return is left unanswered.
It's something we've been in discussion with for kind of the loot generation system and our ability to kind of include those items with set dressing and have a wide variety of them. It's something that we hope to have coming in greater frequency soon. And we want to improve the interactions with the datapads. Like the recent Siege event, we had those fun datapads that you could find on the lieutenants, which hopefully some of you got to read, because I enjoyed those. But we definitely highlighted some of the current shortcomings with interacting with them, with our inner thought system, so we're looking at improving that and how the messages are delivered. Right now, they're all going into the journal part of the mobiGlas. And so that's kind of an ongoing discussion too. So hopefully there'll be changes and improvements. But yes, we want more. And we also want to go through a backlog and start introducing all the old dispatches into the game as well at some point, so that all the stuff you've been able to read on the site, you'd actually be able to find sprinkled throughout the universe as well.
TL;DRSaddleball is described as very popular across the empire, on a level with football or cricket, with Banu fans too, and branding work may eventually show team jerseys and hats in the stands.
I'll talk about Saddleball. I think Saddleball is very popular. I think it was an early kind of Lore Builders where we went through and broke down a bunch of different divisions and teams and spread them out all across the UEE. So it's empire-wide. We've talked about there being kind of big stadiums all over the place. So it's big enough to support tens of thousands of spectators every day. We've brought the Banu into loving the sport too and being a big fan of it. So it's not only a sport beloved by humans, but also now by Banu. So yeah, I think it's very popular. And I know there's even posters that might be sprinkled in some of the set dressing all over the place. I think it being football, or kind of as popular, I know cricket too has billions and billions of fans all around the world. So I would say in the universe, it's definitely at that level.
And that'll be part of the branding stuff that Nick and his team in Montreal will hopefully help us dive into, what's coming up. Because we have all the teams blocked out. So in the stands, hopefully you'll start seeing people eventually wearing the local teams' jerseys and hats and stuff.
I can't find the concept art really quickly, but it has kind of these long tendrils coming off of it, which is why the people in Pyro who saw it were like, oh, that thing's got whips.
Yeah, it can survive in a lot of different atmospheres. So it's kind of a large isopod moving around and kind of sucking up different minerals and stuff, which is why its dung is valuable. The cube, that kind of different-shaped dung, is inspired by wombats, who are a real-life thing, have a fun-shaped cube.
TL;DRYes, religion and spirituality exist among the alien civilizations; the Xi'an practice Litova, centered on understanding time and actions across time, which also ties into meditative states and endurance racing.
Yeah, absolutely. We've put a lot of thought into developing the spirituality of the different alien civilizations. It's my thought that it's difficult to have a civilization without some kind of concept of spirituality or some kind of interest in exploring mysteries, which I think is part of what religion is all about, just exploring and understanding things that you don't understand. But the Xi'an have a really complex code of ethics slash spiritual-ish religion called Litova that's dedicated to the understanding of time, which ties into the understanding of actions across time. Because they live so long, they have firsthand experience about how any tiny decision that you make can have a ripple effect that you haven't foreseen across years. So Litova partially developed out of that, which developed out of the civil war that they had when they accidentally destroyed their planet. Oops. I mean, it's still there. You can't live on it. It's not safe. So one cornerstone of Litova is actions across time, and the other is the exploration of time as a concept. Oh, they also, I think we do this in humans too, the ability to meditate to the point where it feels like time is slowing down, but for them it's a more solid thing. So if they meditate enough, they experience time at a much more different rate than us. So something that sounds like it's really fast to us, to them, when they're in that state, would sound like it's happening very slowly. Hence why Xi'an opera takes so long.
Yeah, I think, Cherie, you're the expert on the Cali-Cola or something, exactly the pronunciation for it. But the idea being that it was an endurance, kind of extreme Le Mans-type race where they're traveling great distances for long periods of time, and the best racers are able to enter the state Cherie was just talking about, as a way to slow down their body functions and be able to travel longer without taking breaks and stuff like that. I know it should be up on the RSI site. There is a portfolio specifically on that race that talks about it and kind of the origins of it, which again ties into all that. So among the Xi'an, being a racer who can do this, who can find that state, makes you revered within the culture. So it ties in with that also.
TL;DRThe dispatch reflects its narrator's opinion rather than canon truth, and the speakers add that Hurston is powerful and clamps down on resistance, while opinions about the resistance within the UEE are deliberately mixed.
For our dispatches, we always try to write them in the voice and the opinion of the show that it's presenting. So in that case, it was a Plain Truth, and Parker Terrell, the host of that, was sharing his opinions. And so Parker Terrell is a really fun character in that way, because it lets us explore more kind of fringe news stories that may be more conspiracy-based or less grounded. He's okay on reporting stuff that doesn't have 100% of the facts in. And so that's not saying whether it was 100% true or not, that's open for interpretation, what you find in game, but Parker kind of presents these stories. And so that's true of all our dispatches, is that they're always meant to be "this is what that show is saying" rather than "this is 100% canon truth."
It's one of the things to always remember. That goes from material on a ship post down to the lore post, down to the stuff you read in the game. One of the things, if I'm allowed to compliment the narrative team here, they always write from a POV. And so when you read a piece of lore or fiction or history from the stars of the universe, you should always consider the POV of the person you're learning it from, and how we all tend to skew our perspectives on what's happened.
And I would just say in regards to that too, Hurston is a company that owns a giant planet that makes a bunch of weapons that blow stuff up. So them being able to set their own policies there and their own worker things, I think they've done a lot of work to clamp down on resistance, or through Hurston Security, be able to action against those who might have any kind of intentions against them. So going up against Hurston, if you are a part of the Workers' Party or trying to free prisoners, isn't and shouldn't be an easy task, because they're a megacorp that makes things meant to kill people. So yeah, I'm sure there are people around the 'verse that hate them and want to go in there and change their ways, but wanting to do that and being able to do that are going to be two completely different things.
And I think the general UEE has kind of complicated feelings about this. There's some people who really support the UWH and what they're trying to achieve. There's other people like, well, I support what they stand for, but violence is never the answer. There's other people who are just like, these guys are thugs. So we want that breadth of opinions to exist in the universe. Just like in real life, I'm sure there's people who've been like, well, Hurston should treat their workers nicer, while still buying all the Hurston weapons they can. That duality is kind of a very realistic thing that happens, and we enjoy that.
TL;DRThe Galactapedia is kept as neutral as possible, though in-universe writers working for the Ark, a multi-species archive, may let an occasional opinion slip in.
We try to keep the Galactapedia as neutral as we possibly can. So, for example, if I'm writing about a ship, I try to take things out like "it features such amazing, amazing add-ons as..." "Punches above its weight class." "Punches above its weight class" is sick. I try to just list things and stay away from too much modifying language. But I mean, I'm sure that every so often the person who's writing, the in-lore person who is responsible, the in-lore people, I should say, because it's not a single person who's writing it, might let their opinion slip in here and there. It's very difficult to write a truly neutral article, but we do the best we can to keep it as neutral as possible.
Oh sure, the people in the universe who are writing it all work for the Ark, which is this enormous library archive museum that was made by humans, made in partnership with Banu and Xi'an, right?
That's right, everybody. But it was made by humans after the Messer era, basically as a "hey, so we're cool with everybody now. Let's make this space that celebrates everybody and not just humans." So it has material contributed by Banu, Xi'an, Tevarin, maybe Vanduul, who knows? Probably not. If there's Vanduul materials in the Ark, they didn't give it to the Ark.
I was actually just talking to the localization team earlier today about having to someday localize the Galactapedia for multiple languages, and they knew exactly how many words were in it. They didn't even have to look it up. I was like, oh, okay, you're thinking about this stuff already.
TL;DRThey would like to add pictures and video to the Galactapedia down the line, but it needs prioritizing and the focus is currently on making the game, so no commitment is given.
Again, that's something that we would like to do down the line, and that we need to find a way to get prioritized. Right now, we're more concerned about making the best game that we can for you. So at the moment, the Galactapedia is an information vehicle that helps deepen the universe. But if we can net the good people at Turbulent for our Galactapedia development, that is something. I have a lot of plans for the Galactapedia. I would like pictures and video. The timeline is one goal that I have. I think the timeline would be a huge helpful tool, not just for the fans, but for us. It is nice to have it easily accessible. I have a whole document of things I want to do with the Galactapedia, but our priority is to make Star Citizen.
Yeah, Cherie has been steering and making amazing progress, and all those new posts and stuff that are getting added, expanding it all the time. So it really just comes down to high-level priorities and putting in requests for other people's time and blocking out that time. So the base functionality is there, and that's where we're starting. And then, fingers crossed, we'll keep making it better and better.
TL;DRYes, player content has already been added to the Galactapedia, such as the Daymar Rally and Sketo Rock, and they plan to keep watching for fan content that seems important.
Oh, for sure. We've added some player content already, like the Daymar Rally. It's such an important event every year for the fans that it seemed natural to include it in the Galactapedia. For a while, Sketo Rock was a thing. It was a procedurally generated landscape discovered by one of the fans, Sketo, in fact. People used to go and take photographs on it with their ship, because it was just the perfect vantage point. So we included that in the Galactapedia because it was really getting popular and seemed to be important. It was sadly erased in an update to the procedural landscape generator. But we still have it in the Galactapedia as a memorial to something that used to be important fan content. So yes, it's not just current plans, but future plans. We keep our eyes peeled for things that seem to be important to people, and we try to include it whenever we can.
As needed, we'll make more. Generally, the thing about the Xi'an is that they have imperial-granted monopolies on certain types of things, like House Gatac has a monopoly to make fighters for the military, possibly even more ships for the military. It depends on if we want to break up what Gatac has a monopoly on or what Aopoa has a monopoly on.
We have a lot of room within the fiction itself to kind of expand as the ship team's needs arise. So far, the ships that have been coming in have fit in with the design style of Aopoa and Gatac, so that's what we've been leaning on.
TL;DRThe answer points to last year's CitizenCon livestream, some new Pyro content at this year's event, and a monthly report, mentions new foods such as nutrient cubes, and says a feature on Pyro foods and interactables is planned.
Assuming you're referring to the Pyro system, absolutely check out last year's CitizenCon livestream; it was almost entirely dedicated to Pyro. And then, as we announced just a few short hours ago, the schedule for this year's CitizenCon event has some more Pyro-related content. Not as much as last year, because we didn't want to repeat ourselves, but we still have some new Pyro stuff there.
One of the Pyro things I'm really excited about is that we're getting a couple of new food items that are more kind of unique to Star Citizen itself. And one of the pictures that we included in the monthly, I guess the real lesson today is go check out that monthly report, is of these nutrient cubes that are densely packed. They've got that kind of almost crunchy jelly kind of texture when you bite into them, and they serve them with sauces to make it more interesting. It's one of the cheapest foods you can get and still get a good meal. It's great.
We'll have a feature on all of the new foods and interactables and stuff of the Pyro system in February of next year, in case you're curious about how far ISCs and everything are planned out generally.
TL;DRXenoThreat is Pyro's main gang, while Nine Tails is based in Stanton; Pyro has other gangs too, and some crossover between groups might come later.
The main one there is going to be XenoThreat. They're based out of Pyro. They're the current runners of Ruin Station, the main space station that the Hellos like to fight over and operate out of. Nine Tails currently is Stanton-based. That's their main headquarters; they're operating out of GrimHEX. So that's kind of the distinction. There might eventually be some crossover, but at the start, we really wanted Pyro to kind of give you a unique feeling going in. It's kind of only our second system. So I think to start, hopefully you're running into kind of unique outlaw groups when you're there, versus what you've already been encountering in the Stanton system. As the game progresses, we might have more bleeding over, where all our groups are doing more runs like XenoThreat has been doing into the various systems, and more cross-system missions and crimes and stuff.
That's not to say that XenoThreat is the only gang in Pyro. We did an SCL, which is this show, last year, I think, dedicated entirely to the gangs of Pyro, where Will and Dave were on. We discussed several of the gangs, not all of them, and even created a new one live during the stream. I think it was the Fire Rats.
But yeah, there's a bunch of gangs for Pyro that have been established internally that we're working on. So Nine Tails, in their lore, used to operate in a bunch of different systems, and they have recently consolidated and just been based in GrimHEX and doing their operations out of there. Why they're doing that, no one's quite sure. But yeah, so that's where they're centered from. Pyro is XenoThreat's main territory right now, and then all these other gangs that we've been kind of starting to think about and flesh out. So it'll be a diversity of gangs to meet while there.
And then we've got Citizens for Pyro in the mix, which is a fun development that was written about in a recent, very nice Observist. So read about them there. Help the cause.
Oh, yeah. Yes. We have them planned. It's just getting them through the development cycle. And then there's also a fun write-up, if we get them, for space barnacles. We want these little critters that stick on your hull and will slowly kind of wear it away. And so you might have to go EVA out with your little multi-tool and get those suckers off before they become a problem, was one idea. Not promised it will happen, but I was excited about it. So maybe those will come and ruin a ship near you someday.
TL;DRThere should be other places to visit in Nyx beyond Levski, such as outposts from a group called the Moraine, with more locations to be fleshed out as development reaches the system.
Yeah, there should be. In our recent Loremaker's, we do four a year, we go through our Ask a Dev and we answer a bunch of questions. And one of the ones from the recent one was about Nyx and basically settlements outside of Delamar and Levski. And obviously, there's going to be other places that we're going to want you to go in system. And one of the groups we talked about there was a group called the Moraine, which will have kind of homesteads and little outposts, maybe in different parts of the system, that you'll be able to go visit, do missions at and stuff like that. As we dig further into that, I'm sure as teams put together cool outposts, we'll lore them up a little bit more and add our spin to them once we see what they look like. But yeah, there should absolutely be places outside of Levski that you'll be able to visit.
And that's like we talked about at the top of the Star Citizen Live episode, kind of that layering thing, and what we learned from developing Stanton about what is the level of content that is appropriate. So finding out we need these locations for players to visit and do things at. And so even though in the lore write-ups right now we've only called out one or two locations, that was basically just that first light coating, the undercoat of narrative. And as the great eye of development turns toward the system, we start painting more and more layers on and really diving in with all the design and environment art teams to hone in on exactly all the structures and settlements and stuff for the players to interact with. So just like we've been doing with Pyro for the past however many months it's been, we're going to turn and eventually do that again next, and we'll know more about, oh, there's these space stations that are around the system, because we need places for players to be able to refuel or get more oxygen and stuff like that. So all that will be coming as development goes.
TL;DRThey want to finish the alien species already revealed before adding more, and weirder creature encounters are expected to come mainly through unique fauna rather than new spacefaring races.
Let's make the ones we got first. I mean, maybe they've got another answer, but I think let's make the ones we've already revealed first before we just go adding more.
I know we had also gotten one in the submitted questions about, are we going to get more... all our alien races are a little humanoid, they stand upright, they have arms and legs and a face. And are we going to get weirder aliens? And the answer is kind of that same thing. We're going to focus on the ones that we have talked about, that we're developing. And for now, I think for the people who are looking to scratch their weird alien itch, it's going to be less about the alien races that fly spaceships and stuff, and unique fauna is where a lot of that's going to be happening, as far as weird creature interactions.
TL;DRLab-grown synthetic meat is already part of the lore, common in the inner systems where raising livestock is costly, while real livestock is more typical on the frontier.
Cellular meat reproduction, I think, has actually been happening before the current regen tech. The idea of being able to kind of grow meat in a lab: a lot of what the inner systems use for their protein sources would be synthetic meats, where growing actual livestock would be more prohibitive, and actual cow would be a little bit more of a luxury, versus on the frontier, where it's a little bit the opposite, where they don't have the manufacturing plants. So maybe they're actually putting effort into raising livestock for food. But yeah, there's a lot of synthetic meats out there, whether they're using the expensive regeneration, whether someone's trying to regen a chicken leg, I don't know. But yeah, synthetic meats are definitely part of the lore. I guess you could argue, are they really synthetic if they're cellularly identical to actual meat? Maybe they're just meat. We'll talk about that offline.
TL;DRPanelists name favorites: Goss for its beauty and binary suns, Nexus for its outlaw and UEE tension, and Spider and Synth World for Jared Huckaby.
I like that it has a really beautiful sky. I like that it has a binary star, so two suns. I think that it's the place I would most like to live if I lived in the Star Citizen universe, because of the climate and the prettiness and, yes, the waterfalls.
And that whole landing zone at the base of it, like a Niagara Falls style. Folks who have been following the project for a while might remember when every single event post that we ever made on the website, come to Gamescom, come to CitizenCon, come to PAX South, all had the same picture of Goss, because it was the only picture we had that kind of looked like a fun place you'd want to go.
I mean, that's really it for me, knowing that it's supposed to be this place of stunning beauty, and seeing already what our environment art teams have done with places like microTech, and just telling them that this is supposed to be mouth-droppingly beautiful. I just want to see what they do for it. I'm kind of excited for it. And also just that really different kind of vibe from our current locations and the upcoming Pyro. It's just on the opposite end of the spectrum, which is kind of appealing to me, and trying to think of the mission content that is supposed to be in a happier, safer place, and how do we balance that with shooting people, those fun challenges. So, yeah, it's a little boring to do the same one, Cherie. Sorry.
On my side, I'll go for something that's a little more for story reasons, but I can't wait for the Nexus system, which I think is really, really cool, because it has four jumps that kind of connect a bunch of outlaw systems. And the UEE has basically gone in to try to reclaim the system from the outlaws that have basically been controlling it for a long time. And they've been semi-successful. They have one planet on lockdown where they have a bunch of their own military bases. And another one is still a free-for-all, where the UEE is starting to construct fortified cities, or has fortified cities that people live in. But the second you leave and you go into the countryside, it's a free-for-all there. I spent a little time thinking about it. There was a serialized fiction story I wrote called Sid and Cyrus that took place in Nexus. I think it's a really interesting and cool system, just because it's a UEE system that's going to have this high outlaw presence that is just going to be crazy. So, yeah, I like the balance of that. And I like the idea of there being a planet where the UEE has these certain sectors, but there's other sectors where it's a free-for-all, and go there at your own risk. And again, just because it's connected to so many other interesting systems that use it as, the name came from, a nexus to get from here to there.
Mine has always been, well, for the longest time it was Crusader, with the whole Lando and the Cloud City thing, but really, in my heart of hearts, it's always been Spider. You guys just kind of dropped the gauntlet with the entire idea of Spider. I'm like, ha ha, somebody's got to make this now. And every once in a while, I tease Ian Leyland and stuff. I'm like, you know, sometimes you've got to make Spider. Spider slash Cathcart. And then the other one is Synth World. The challenge of making Synth World is something I'm very much looking forward to when it comes time to tackle.
TL;DRInternally called the Swiss cheese method: besides the main stable jump points, less stable connections can be found as back roads, so a single choke point can't fully seal a system.
So we talked about this at a CitizenCon, I forget exactly the year, but internally we kind of call it the Swiss cheese method. The idea is that there are these main, very stable jump points that are usually initially what's found to connect systems, and those are what get the infrastructure. But space is not only connected at that one point; it's soft all over that area over long distance. And so there are other, more unstable jump connections that can be found, of different sizes and various qualities. So it's kind of something that players will be able to do, and it's something that potentially NPCs will be able to do, is find new paths between systems that are not at that main stable jump point, that highway. There's back roads, basically. And then the other thing is that the exit point, we've talked about a little bit, is... I'm not sure, I'm going to stop there. But that gives us kind of the leeway to explain how there aren't just large cannons aimed at a point, and the bandits show up and get blown up instantly.
TL;DRLore may be changed or adjusted as the game develops, but not lightly, with the aim of keeping the original spirit and maintaining a cohesive universe, as with Pyro's shift to more visitable places.
Yeah, a little bit of a retcon, but more of a development. And I guess that's the real thing about this game being in active development: just like ships get improvements, just like the planets get improvements and change, the lore is a little bit flexible to keep up with it. We think long and hard before we change stuff, but we do have to keep changing and adjusting to maintain a cohesive universe. And with Pyro, we had it a lot more inhabitable from the early days when we were first developing systems. That was also before we knew exactly where planet tech was going to be. This dates back to the very beginning of the project. So at that time, we wanted more planets that you couldn't go visit. And now it's kind of changed, where we want more places for you to visit on this world. And so we've adjusted stuff with design and environment art.
There's also a phenomenon I often want to talk about. There's a misconception that happens in all game development. It happens with every company in the world, that the company is an unchanging monolith. That the same people that are here today in 2022 are the same people that were here in 2018, same people that were here in 2014 and 2012. We are constantly evolving and bringing in new people, and those new people come with new talents and new abilities and new ideas and things that they want to do. And it's one of the reasons I always say it's game development, it's not game construction. You don't just plan the game out at the very beginning and then only make the thing that you planned out at the very beginning, with no more thought, no more creativity, no more better ideas. It's one of the reasons with things like Loremaker's Guide to the Galaxy: you guys came up with an amazing launching point for all of these systems. But as it comes time to build them, there are entire teams of environmental artists and gameplay designers and stuff who all want to contribute and all want to add their agency to the creation of these systems. And so it's just natural that planets, moons, star systems, space stations, everything in the game changes and evolves as the people here change and evolve, as more people get added, and as our tech gets better. So as long as we're throwing out the catchphrases, the only constant in game development is change.
And really, hopefully we're keeping the spirit of that original vibe of Pyro. And so will anything else be retconned or changed? Yes. That is to be expected. But again, we don't do it lightly. We want to respect the effort and commitment that a lot of you have put into the narrative that we create together. And actually, a lot of the little changes that we make are thanks to you guys pointing out glaring mistakes that we've made over the years, and being like, actually, that's a really good point, we have to fix that. So we go in and have long discussions about how to change stuff so it has the least amount of ripples. Like, oh, this system couldn't be found from that system because it wasn't around yet. How did we miss that? So that kind of stuff does spring up every once in a while.