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Chapter 26 — Signal Loss (Sci-Fi Colony Demo)

Part VI — Starter Worlds

A walkthrough of the sci-fi colony starter.

A distant colony loses contact with Earth. Power reserves are finite and shared — every system you run drains the same pool. Something is alive in the caverns below the signal tower, and it perceives your colonists as “disruptive resonance patterns.”

ElementDescription
Command ModuleStarting zone — console, holotable, crew bunks
Hydroponics BaySupply zone — growth pods, water recycler, nutrient tanks
Perimeter FenceDefense zone — motion sensors, damaged gate, watchtower
Signal TowerCommunication zone — antenna array, relay console, strange signal
Alien CavernHostile zone — bioluminescent walls, resonance field, crystal formations
Dr. VasquezNPC — scientist, awareness 7, alien signal briefing quest
Chief OkaforNPC — security chief, engineering 5, command 6
Breached DroneEnemy — malfunctioning bot (engineering 6, awareness 2)
Resonance EntityEnemy — alien presence (awareness 9, command 4)
Emergency CellItem — restores 20 power
CommanderProgression tree — field-engineer → sharp-sensors → unshakeable
StatRole
EngineeringFix, build, and maintain colony systems
CommandLeadership, crew management, morale
AwarenessSensors, perception, anomaly detection
ResourceRangeNotes
HP0–25Physical health
Power0–100Shared colony resource, regens 2/tick, cascading shutdown on depletion
Morale0–30Crew cohesion and willingness

Unique verbs: scan (sensor sweep), allocate (redistribute power between systems).

  1. Dialogue — Dr. Vasquez briefs the commander on the alien signal, colony power politics, and the cavern situation. Choosing to investigate sets the cavern-mission global flag.

  2. Environment — Two hazard types: power drain affects all zones (representing degrading infrastructure), resonance fields near the cavern reduce both morale and power simultaneously.

  3. Cognition — The alien perception presentation rule makes the Resonance Entity perceive colonists as “disruptive resonance patterns” — it’s not aggressive, it’s trying to dampen interference.

  4. Combat — Two enemy archetypes: Breached Drones are engineering-heavy but sensor-blind (hack or outmaneuver), Resonance Entities have extreme awareness but limited physicality (requires brute force).

  5. Factions — The colony council controls the main settlement zones, while the cavern zones are unclaimed territory with unknown presence.

Terminal window
npm install @ai-rpg-engine/starter-colony
import { createGame } from '@ai-rpg-engine/starter-colony';
const engine = createGame(42);