The New World (0)

The New World
Iron Tower Studio

In the Year of Our Lord 2754…

You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, because you had the misfortune to be born on the Ship. You have never seen Earth, and you’ll never see Proxima Centauri either, your past and future both sacrificed by some dim and nameless ancestor to the greater good of the Mission.

Starfarer, they called her, a pretty name for a retrofitted interplanetary freighter. She had already been twenty years in service when she was rechristened, and showing every minute of it. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

The Ship was launched by a neo-Christian conglomerate dedicated to establishing a religious colony on a distant world. The original fifty thousand passengers, the so-called First Generation, were true believers in the Mission. They sacrificed whatever lives they had on Earth and demanded strict obedience to the laws of God and the Ship from their children.

Unfortunately, the generations that followed lacked their forebears’ fervent will to sacrifice. Dissatisfaction led to open revolt against the authorities, called the Mutiny, and the mutiny metastasized into a civil war. While the mutineers dealt a decisive blow to the old order, they did not eradicate it completely. When the fires died and the smoke finally dissipated, three factions emerged from the wreckage of the old order: the Protectors of the Mission, The Brotherhood of Liberty, and the Church of the Elect, each of them promising their own version of the future.


  • Skill-based character system, with feats and biological implants.
  • Tactical turn-based combat, featuring standard as well as targeted attacks and weapon-specific special attacks such as Fanning and Long Burst.
  • Multiple quest solutions, mutually exclusive questlines, and a branching main storyline.
  • 12 recruitable party members with different personalities, agendas, and beliefs.
  • 3 main factions and a score of lesser factions and groups.
  • A large arsenal including melee weapons, firearms, energy pistols, grenades, and fancy electronic gadgets like the Reality Distortion Field.
  • 16 environments to explore, from the Engine Room and Hydroponics Lab to the dystopian cities of the Habitat and the Wasteland, the now uncharted corridors and decks that bore the brunt of the fighting during the Mutiny.