Chapter 26 — Signal Loss (Sci-Fi Colony Demo)
Part VI — Starter Worlds
A walkthrough of the sci-fi colony starter.
Setting
Section titled “Setting”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.”
Contents
Section titled “Contents”| Element | Description |
|---|---|
| Command Module | Starting zone — console, holotable, crew bunks |
| Hydroponics Bay | Supply zone — growth pods, water recycler, nutrient tanks |
| Perimeter Fence | Defense zone — motion sensors, damaged gate, watchtower |
| Signal Tower | Communication zone — antenna array, relay console, strange signal |
| Alien Cavern | Hostile zone — bioluminescent walls, resonance field, crystal formations |
| Dr. Vasquez | NPC — scientist, awareness 7, alien signal briefing quest |
| Chief Okafor | NPC — security chief, engineering 5, command 6 |
| Breached Drone | Enemy — malfunctioning bot (engineering 6, awareness 2) |
| Resonance Entity | Enemy — alien presence (awareness 9, command 4) |
| Emergency Cell | Item — restores 20 power |
| Commander | Progression tree — field-engineer → sharp-sensors → unshakeable |
Ruleset: colony-minimal
Section titled “Ruleset: colony-minimal”| Stat | Role |
|---|---|
| Engineering | Fix, build, and maintain colony systems |
| Command | Leadership, crew management, morale |
| Awareness | Sensors, perception, anomaly detection |
| Resource | Range | Notes |
|---|---|---|
| HP | 0–25 | Physical health |
| Power | 0–100 | Shared colony resource, regens 2/tick, cascading shutdown on depletion |
| Morale | 0–30 | Crew cohesion and willingness |
Unique verbs: scan (sensor sweep), allocate (redistribute power between systems).
How the Systems Interact
Section titled “How the Systems Interact”-
Dialogue — Dr. Vasquez briefs the commander on the alien signal, colony power politics, and the cavern situation. Choosing to investigate sets the
cavern-missionglobal flag. -
Environment — Two hazard types: power drain affects all zones (representing degrading infrastructure), resonance fields near the cavern reduce both morale and power simultaneously.
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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.
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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).
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Factions — The colony council controls the main settlement zones, while the cavern zones are unclaimed territory with unknown presence.
Install
Section titled “Install”npm install @ai-rpg-engine/starter-colonyimport { createGame } from '@ai-rpg-engine/starter-colony';const engine = createGame(42);