FIELD REPORT · CR-405 · SCOUT CORPS · STELLAR PATHFINDER // CLASSIFICATION : RESTRICTED // REV 0.9 · BUILD 0.9.2 STAR CITY TRANSMISSION WINDOW : 120D 14H 32M
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EARLY ACCESS · VERTICAL SLICE · WEB-BASED

They were hiding
for a reason.
You found them anyway.

Crash-landed in the last warm ribbon of a world nobody was supposed to visit, your misfit scout crew has 120 days to repair the Pathfinder and signal home before Star City sails out of reach — all while your engineer refuses to work without hot chocolate.

▸ Enter the Break Room
Browser
no download · 3s cold start
Pixel
hand-drawn · 32-bit feel
Crew-first
story · voice
01Scout · unidentified
02Moon · local satellite
03Green band · the last warm ribbon
FILE CR-405.SURFACE.001.PNG
CAPTURED CYCLE 04 / 17 / 2026 · 18:42 LT
RIBBON TEMP +4°C · HOLDING
BEYOND RIBBON UNSURVEYED · COLD
◆ AMY : "The mess is load-bearing. Please do not organize anything."◆ ZOOKS : "Donut four of twelve. For morale."◆ QUBIT : "I ran the numbers. We're fine. Probably. Define fine."◆ CAPT. SCHNAPS : "The reputation does the work now. That's the real retirement plan."◆ DR. MIRA : "The body is a system. Systems can be reasoned with."◆ QUBIT : "I have eleven suggestions. Would you like them now or after the fight."◆ ZOOKS : "I'm not doing anything. I'm just... this was chaotic. It needed a center"◆ AMY : "Don't ask me what's in the hot chocolate. Ask me what it does. It does everything."◆ DR. MIRA : "Fascinating. Your species stores grief in a surprisingly specific location."◆ CAPT. SCHNAPS : "I've made a decision. My decision is that you all figure it out." ◆ AMY : "The mess is load-bearing. Please do not organize anything."◆ ZOOKS : "Donut four of twelve. For morale."◆ QUBIT : "I ran the numbers. We're fine. Probably. Define fine."◆ CAPT. SCHNAPS : "The reputation does the work now. That's the real retirement plan."◆ DR. MIRA : "The body is a system. Systems can be reasoned with."◆ QUBIT : "I have eleven suggestions. Would you like them now or after the fight."◆ ZOOKS : "I'm not doing anything. I'm just... this was chaotic. It needed a center"◆ AMY : "Don't ask me what's in the hot chocolate. Ask me what it does. It does everything."◆ DR. MIRA : "Fascinating. Your species stores grief in a surprisingly specific location."◆ CAPT. SCHNAPS : "I've made a decision. My decision is that you all figure it out."
§ 01 · THE MISSION

A non-priority planet.
A catastrophic misclassification.

On a routine sweep of CR-405, the Stellar Pathfinder crashes after an atmospheric disturbance that shouldn't exist. Star City is still moving. The crew has roughly 120 days to repair the ship and transmit their findings before the city moves beyond communication range.

They land in the Green Belt — a narrow equatorial ribbon of breathable air and living ground, pressed thin by ice encroaching from both poles. What's outside the ribbon doesn't match the survey. What's inside it contradicts the classification entirely: advanced intelligent life, a mycelial network beneath the surface, and signs of a world that was once entirely green. The Prism Dwellers have been masking their civilization's signatures. They do not want to be found.

"Do you respect a civilization's right to stay hidden, even if their help is the only thing that saves your crew?"

CENTRAL THEME
Progress vs.
Preservation.
And the terrifying possibility that they're mutually exclusive.
§ 02 · THE CORE LOOP

The Break Room is the ship.
The Simulation is the hook.
The door between them is the game.

01
The Break Room
· hub ·
Ship hub. Donut machine, hot chocolate, label maker. Other scouts and NPCs mill about. Crew voice lives here.
02
Request a Match
· challenge ·
Walk up to anyone. Basic Duel (free for all), or a Wager Match if both players opt in.
03
Through the Door
· transition ·
On accept, control hands off. Your character walks to the rug. The door IS the loading screen — no modal, no bar.
04
The Simulation
· combat ·
A training arena inside the green band. One weapon. Move freely. The map is the design.
05
Back to the Room
· resolve ·
Door plays in reverse. Match resolves. No post-match modal. Loop is instantly re-enterable.
HEAT · LIFE · SAFE
The Break Room
Pathfinder interior · top-down · crew present
donut
hot chocolate
label maker
THE DOOR →
GREEN BAND · TRAINING
The Simulation
Equatorial ribbon · live vegetation · the last warm ground
§ 03 · THE PATHFINDER CREW

Characters you'll hear
before you meet.

Capt. Schnaps
Commanding Officer
A man who peaked legendarily and knows it, drinking just enough to forget he still has more to give.
Amy
Engineer
A galaxy's worth of brilliance poured into one person who can't find her mug but always finds the answer.
Zooks
Navigation
A man who finds the universe's deepest meaning in a glazed ring, and isn't wrong.
Qubit
Companion Orb
Genuinely trying to help, statistically unlikely to make you feel better about it.
Dr. Mira
Scientist
The most controlled person on the ship, currently growing a third arm and taking detailed notes about it.
[ YOU ]
Scout
Speaks in actions, not words — and the world always gets the message.
§ 04 · ROADMAP

The slice is a door.
Here's what's on the other side.

FILE · NOW IN FIELD
Vertical Slice · Simulation Training

A self-contained browser experience. No install, no wallet required. The permanent onboarding layer.

Players enter the Break Room aboard the Pathfinder — a scout vessel with personality you can feel through the environment alone. From there, they step into the Simulation Room, a training arena that echoes the frozen surface of CR-405. The whole loop, in-browser. It proves that compelling gameplay exists independent of blockchain, and that Solana integration enhances the experience without gating it.

  • › Full movement · combat · match resolution in-browser
  • › Duel NPCs or players · no wallet needed
  • › Wager Matches · on-chain escrow and settlement
  • › Break Room → Simulation → fight → return loop
  • › Color language: orange = safe · blue = danger · purple = movement
  • › The world whispers its story through what you see
FILE · P1 DRAFTING
Crash Landing

The Pathfinder crashes. The 120-day clock starts. The planet isn't dead — it's patrolled.

An unexpected atmospheric disturbance brings the Pathfinder down. The crew discovers the planet isn't dead — it's patrolled. Automated sentries eliminate anything that moves on the surface, which is why initial surveys classified this world as lifeless. Every expedition is a supply run. Every repair milestone pushes the explorable radius outward — from the frozen wreck site toward the Green Belt, where life still clings to the equator.

  • › 120-day clock to rejoin Star City
  • › Ship repair · materials from the frozen surface
  • › First Frost Drone encounters
  • › Energy crystals · minerals · survival supplies
  • › Expanded weapons · early crafting
  • › Crew settles into their roles
FILE · P2 CLASSIFIED
First Contact

The Prism Dwellers have been masking their civilization's signatures. Trust is earned through action, not words.

Signs of advanced intelligent life contradict everything the initial survey reported. The Prism Dwellers have seen what happens when outsiders take an interest in their world's resources — and they've masked their signatures to stay hidden. The Bear Tribe makes the first approach. Trust has to be earned through action: protect their sites, share food, prove you're not a threat.

  • › Bear Tribe diplomacy · actions over words
  • › The Record Keeper · keys to the Encyclopedia of CR-405
  • › Cooking as diplomacy · recipes carry weight
  • › An engineer trading tech for protection
  • › The moral dilemma: report home, or respect their isolation
  • › Surface PvP zones emerge
FILE · P3 CLASSIFIED
The Underground

The Bear Tribe grants access to the subsurface network. The map doubles. The Gaia Fabric breathes.

Beneath the ice lies a warm, living world connected by a planetary nervous system — the Gaia Fabric. A mycelial energy network that links crystal nodes, supports entire ecosystems, and carries the memory of an ancient civilization that destroyed itself. The perk tree branches here: invest in Prism Dweller knowledge for diplomacy and precision, or study the Frost for raw combat advantage.

  • › Metroidvania progression · crystal caves · Aurora Valleys
  • › 5 crystals: Blue Fire · Orange Fire · Gravity · Aurora · Energy Ice
  • › Blue/Orange Fire are explosive on contact
  • › Wolf Tribe (war) and Owl Tribe (deep knowledge)
  • › Frost Emissaries arrive · diplomatic constructs with agendas
  • › Ground vehicles · Ancient Highway fast travel
FILE · P4 CLASSIFIED
The Frost War

The Frost adapts. Rely on heat, and the next patrol arrives with cold shields built to counter you.

The Frost is not a mindless enemy. It is a cold, mechanical hierarchy dedicated to one principle: entropy. Its Overseers are stationary supercomputers that project their minds into combat avatars — and the faces they project are horrifyingly familiar to the Prism Dwellers. The Frost learns how you fight. The more you rely on one approach, the harder the next wave is to beat.

  • › Modular boss system · destroy modules, cripple functions
  • › Frost Overmind adapts across encounters
  • › Squad-based enemies with shifting morale
  • › High-speed underground rail unlocked via Frost tech
  • › Porcelain Steel armor · immune to heat, cold, acid
  • › Hard Mode · aggressive factions, heightened stakes
FILE · P5 CLASSIFIED
The Redemption Mission

The clock runs out. What you report determines which faction gains power — and the planet's fate.

The Prism Dwellers' ancestors caused the catastrophe that froze this world. Their descendants have carried the guilt for generations, and their ultimate mission isn't just survival — it's planetary restoration. The Redemption Mission reaches its climax: can the Gaia Fabric be healed, or will the attempt trigger a second catastrophe?

  • › Branching narrative shaped by every faction choice
  • › Star City factions: Moderates · Expansionists · Purists
  • › Council of Elders across three tribes
  • › The truth about the Ancient Crystal Empire
  • › Full on-chain economy activation
  • › Multiple endings · shaped by the full game
FILE · P6 CLASSIFIED
The Living World

CR-405 is no longer a secret. The story has been told. The world keeps living.

The planet's rings are Gravity Crystals that broke free from the ground and reached equilibrium in orbit. Magnetic flux, gravitational instability, and resources worth the danger. New players still enter through the Break Room on the Pathfinder, learn to fight in the Simulation Room, and step onto a world shaped by everyone who came before them.

  • › Orbital Ring mining · Gravity Crystals in free orbit
  • › Full player-driven economy on Solana
  • › Seasonal content · new zones, creatures, Frost variants
  • › Community-driven Encyclopedia expansion
  • › On-chain PvP leagues · ranked rewards
  • › Mobile support
§ 05 · FOOTNOTE · SOLANA

A footnote, not a pillar.

Embers Green is a game first. The Solana layer is opt-in plumbing for players who want it — wager matches and cosmetic ownership. A player who never connects a wallet has the complete experience.

Wallet connect is optional and surfaced quietly
Wagers resolve automatically when both players opt in
Token-gating.
Pay-to-win.
Crypto-first UX.
§ 06 · FIELD QUESTIONS

Questions from the field.