Drone Commander is a hybrid Visual Novel / RTS / RPG game that dynamically alternates between gameplay modes to keep the experience varied and cinematic. Players engage in story-driven conversations, tactical real-time strategy battles, and explore RPG-style sections with character interaction and minigames.
The player, an ordinary human, is abducted into a galactic conflict involving several alien factions and an ominous, destructive Type 3 drone fleet. Initially seen as primitive, the player gradually gains influence by showing an uncanny ability to control drones and coordinate defense strategies.
The player's fleet, called the Vanguard, is on the run from the drone fleet while rescuing alien races and occasionally launching counterattacks. Humanity has only recently begun to advance technologically after surviving a near-catastrophic drone attack. Characters have rich backstories and personality-driven arcs, and the choices you make shape alliances, friendships, rivalries, and even romance.
A balance of emotional storytelling, sci-fi mystery, and tactical warfare. Explores themes of identity, trust between species, power, and redemption. Blends anime-style drama with strategic gameplay and rich lore.
Space strategy games have a terrain problem. Without hills, chokepoints, or rivers, battles devolve into blobs smashing into blobs in an empty void. Asteroids only get you so far. We wanted something better — mechanics that create real tactical depth without breaking the fiction of open space.
Invisible energy-drain zones seeded across the map by generators. Any ship — ally or enemy — that enters a saturation field has its energy slowly sapped. They won't show up on your main view, only on radar, so there are no glowing boundary boxes cluttering your screen. You'll need detector ships to scout safe routes, and smart players will bait enemies into fields they don't know are there.
The result: space has structure.
The battle takes place in high orbit — far enough from the planet that your fleet can manoeuvre freely, close enough that orbital positions matter for bombardment and landing operations. The planet itself arcs slowly across the bottom of the map on its orbital path, disappearing off one side and re-emerging from the other.
This changes everything. Orbital capture points — the on-ramps for bombardment runs and landing craft drops — shift in value as the planet drifts. A position that's critical right now becomes worthless in a few minutes as the planet moves out of range. Defenders can't just park on a point and hold it. Attackers can't wait forever to push.
Both players see the same orbit. Both can plan around it. The question is who reads the map better.
The missing piece. Saturation fields give space its terrain. Hot zones give the map a heartbeat. Hex fields give it territory — a living, shifting front line that both sides are fighting to control.
At mission start, the entire map is divided into a honeycomb of hexagonal zones. This grid is invisible until a hex scout is deployed into a cell, at which point that hex activates — visually distinct, owned, and projecting modified physics constants within its boundaries. The grid is programmatic: calculated from map width and height at load time with a configurable hex_diameter (default 700). No overlap, no manual placement in the editor. Hex scouts snap to the nearest unoccupied hex centre on deployment.
The whole map is claimable. Every hex is a potential battleground.
Hex fields aren't walls. They don't block movement. Any ship can fly into any hex, friendly or hostile. What changes is the physics inside.
A friendly hex modifies local constants in your favour — better shield regeneration, faster weapon cycling, improved sensor range. The specifics depend on what's been researched and what tier of energy is powering the field. An enemy hex does the opposite: your ships are debuffed, their ships are boosted. Neutral hexes have no effect.
The result is layered, asymmetric defence without a single physical barrier. Pushing through one enemy hex is manageable. Pushing through three in a row, each stacking debuffs, is a meatgrinder — and that's the point. It replaces the “break the wall, break the turret, break the base” progression of traditional RTS with something that fits open space: each hex you cross tips the odds further against you until you crack the network.
Hex fields don't operate in isolation. Every active hex must be able to trace an unbroken chain of friendly hexes back to a command ship. The command ship is the power source. If the chain is broken — because a hex scout was destroyed or shut down — everything beyond the break goes dark. No buff, no debuff, just neutral space.
This is where the strategy lives. A perfectly built hex network can be collapsed by a surgical strike on a single junction hex. A wide, shallow network is resilient but weak. A narrow, deep one is powerful but brittle. Players have to decide how to shape their network based on the tactical situation, and the enemy is always looking for the load-bearing hex to knock out.
Hex fields consume void matter to stay active. Not a one-time build cost — an ongoing drain, every tick, for every powered hex. Expand too fast and you'll bleed your reserves dry. Lose your harvesters and your network starts collapsing from the edges inward as you're forced to shut down fields to keep critical ones online.
Each hex scout has a manual on/off toggle. Mid-battle, you're managing a power grid under fire — shutting down rear hexes to keep the front line lit, or going dark on a flank to consolidate resources for a decisive push. The more territory you hold, the more it costs to hold it.
This is the longevity mechanic. Battles aren't just about who has more ships. They're about who can sustain their territorial control while disrupting the enemy's supply chain. Hit their void matter harvesters and watch their hex network flicker and die, hex by hex, as they scramble to decide what to sacrifice.
A well-designed hex battlefield tells a story at a glance. Your hexes glow one colour, the enemy's another, neutral space is dark. You can see where the front line is, where the gaps are, where a chain is thin enough to cut. The enemy's command ship sits behind layers of hostile hexes. Your job is to find the weak point, punch through, and collapse their network from the inside.
Missions can start with pre-established hex networks — the enemy already dug in, your fleet arriving and deploying its initial hexes as crew chatter contextualises what's happening. No tutorial screen. The player sees the board, hears the team react to it, and understands. Push blue into red. Cut the chains. Take the command ship.
Three systems, one dynamic battlefield. Saturation fields give space its terrain. Orbital drift gives the map a heartbeat. Hex fields give it a front line. Every match plays differently not because of randomness, but because the geometry is always shifting under your feet — and the best commanders are the ones who see it coming.
| Resource | Moon Mission Start | Notes |
|---|---|---|
| Ore | 1,000 | Enough to get constructors, harvesters, and first hex scouts moving |
| RP | 60 | Enough to research hex scouts (30 RP) immediately and have 30 left for early choices |
| Energy | 0 | Must wait for forges to generate |
| Void Matter | 0 | Must establish enticer operations before hex fields can sustain |
| Resource | Source | Used For |
|---|---|---|
| Energy | Nanite Forges (passive generation, scales with forge count) | Enabling departments, powering ship systems |
| Ore | Harvesters (fly to harvest zones on planet surface, return to ship) | Building all units and structures |
| Research Points (RP) | Deployed Surveyors (passive tick while deployed in research zones) | Unlocking tech, researching new unit types, fleet-wide weapon unlocks, ship ability upgrades, capital ship upgrades |
| Void Matter | Enticers (deployed to null zones, harvested — enticers degrade/die over time) | Sustaining active hex fields (ongoing cost per tick), fleet upgrades, capital ship systems |
The command ship is the backbone. Everything starts here. It generates energy, enables core departments, and builds all non-combat units.
Forges are the first thing you activate. They passively generate energy. More forges = faster energy generation. Mission-dependent how many you start with (e.g. 3 for the moon mission, max 6).
| Stat | Value |
|---|---|
| Energy per second (per forge) | ~3–4 (so 3 forges ≈ 10 energy/sec) |
| Max forges | 6 |
| Activation requirement | Command ship must be deployed |
Departments are enabled by spending energy. Once enabled, they stay on. This is the gating mechanism — you can't do everything at once, you have to wait for energy to accumulate and choose what to enable first.
| Department | Energy Cost | What It Unlocks |
|---|---|---|
| Mining Operations | 200 | Build Harvesters, Build Enticers |
| Engineering & Prospecting | 200 | Build Surveyors, Scout Researching |
| Defence Industry | 200 | Turrets, Field Generators, Arc-Defence Ships, Health Boost |
| Cyber Department | 300 | Cyber offence & defence suite |
Note: At 10 energy/sec with 3 forges, the first department takes ~20 seconds to unlock. This paces the early game nicely — you're defending with what you arrived with while the forges tick up.
| Unit | Dept Required | Cost | Prerequisites | Role |
|---|---|---|---|---|
| Constructor | None (available at start) | 100 ore | — | Stays in ship, performs internal construction tasks, speeds up build times |
| Harvester | Mining Operations | 150 ore | Constructor | Flies to harvest zones, descends to planet, returns with ore |
| Enticer | Mining Operations | 200 ore + 15 RP | Constructor | Deployed to null zones, opens void matter extraction — degrades over time, must be replaced |
| Surveyor | Engineering & Prospecting | 150 ore | Constructor | Deployed to research zones, passively generates RP while active |
| Hex Scout | Engineering & Prospecting | 500 ore | Scout Researching enabled + researched (30 RP) | Deploys to hex grid cell, projects hex field, consumes void matter while active |
| Turret | Defence Industry | 200 ore | — | Tacks onto ship hull, player picks location |
| Field Generator | Defence Industry | 100 ore | — | Tacks onto ship, cheap shield layer, player picks location |
| Arc-Defence Ship | Defence Industry | 400 ore | — | Expensive standalone defence vessel, optional |
Hex Scout Reclaim: Click any deployed hex scout and hit reclaim — the scout is destroyed and a portion of void matter is returned to reserves. Use this to reposition your network or consolidate resources when void matter runs low. Simple, no cooldown, immediate.
The primary path — getting hex fields online to claim territory:
Void matter fork: Before step 11 works long-term, you need enticers:
Players who rush hex scouts without establishing void matter income will watch their fields flicker off. That's the trap, and it's a good one.
Starting RP budget (60): The player can afford the hex scout research (30 RP) AND one enticer (15 RP) from starting reserves with 15 RP left over. This means early decisions matter — do you spend that remaining 15 on a second enticer for safety, or save it for something else? Once starting RP is spent, further RP requires deployed surveyors.
The path to breaking through enemy hex networks:
Total cost: 70 RP + 300 ore. This is a mid-game investment — you won't have 70 RP to spare early. The player has to decide when to pivot from expanding their own hex network to building the tools to crack the enemy's. Push too early without dampeners and your fleet melts in enemy hexes. Wait too long and the enemy network becomes impenetrable.
The path to disabling enemy systems without a direct assault:
Why it's late-game gated: 300 energy is the most expensive department unlock, and the research prerequisite means you're investing RP that could go to dampeners or upgrades. Cyber is the “I've stabilised my economy and hex network, now I want to start dismantling theirs from a distance” play.
For players who want to turtle and weather early aggression:
Tradeoff: You're safe, but you have no ore income beyond starting reserves, no RP generation, and no hex presence. The longer you turtle the further behind you fall on territory. Works as a response to early aggression, not as a long-term strategy.
The cyber arm operates from the Command Ship once the department is enabled (300 energy) and relevant research is completed on the Research Ship. Cyber attacks are targeted actions with cooldowns — not passive effects.
| Attack | Research Required | Cooldown | Effect |
|---|---|---|---|
| Hex Disruption | Cyber Warfare Suite (40 RP) | 90 sec | Disables a single enemy hex field for 30 seconds — the scout stays alive but stops projecting. If the hex is a junction, everything beyond it goes dark too |
| Power Drain | Cyber Warfare Suite (40 RP) | 120 sec | Reduces enemy command ship energy generation by 50% for 45 seconds — slows their department unlocks and construction |
| Void Siphon | Advanced Cyber Ops (60 RP) | 150 sec | Drains 50% of enemy void matter reserves — their outer hex fields start flickering off as they can't sustain them |
| System Blind | Advanced Cyber Ops (60 RP) | 120 sec | Disables enemy radar for 30 seconds — they lose visibility on saturation fields, hex ownership, and unit positions outside direct line of sight |
| Forge Shutdown | Cyber Mastery (80 RP) | 180 sec | Powers down enemy command ship entirely for 20 seconds — no energy generation, no construction, no department functions. The big one |
When the enemy launches a cyber attack on you, an alert fires and a response window opens. The player has a few seconds to engage a button-mash / key-sequence defence minigame. Success reduces or negates the attack. Failure means full effect.
| Defence | Research Required | What It Does |
|---|---|---|
| Basic Firewall | Cyber Department enabled (no extra research) | Gives you the response window — without this, enemy cyber attacks land automatically with no chance to defend |
| Adaptive Countermeasures | Cyber Defence Suite (35 RP) | Slows the response timer — more time to complete the defence sequence |
| Auto-Reject Protocol | Cyber Defence Suite (35 RP) | 30% chance to automatically block an incoming attack with no player input — good for when you're busy elsewhere |
| Mirror Protocol | Advanced Cyber Defence (50 RP) | On a perfect defence (nail every input), the attack reflects back at the enemy at 50% strength |
| Hardened Core | Cyber Mastery (80 RP) | Passive — all incoming cyber effects have their duration halved, even on failed defence |
Cyber Warfare Suite (40 RP)
├── Hex Disruption
├── Power Drain
├── Cyber Defence Suite (35 RP)
│ ├── Adaptive Countermeasures
│ ├── Auto-Reject Protocol
│ └── Advanced Cyber Defence (50 RP)
│ └── Mirror Protocol
├── Advanced Cyber Ops (60 RP)
│ ├── Void Siphon
│ └── System Blind
└── Cyber Mastery (80 RP)
├── Forge Shutdown
└── Hardened Core
Total RP to fully unlock cyber tree: 265 RP. That's a massive investment — a player who goes all-in on cyber is sacrificing dampener research, hex efficiency upgrades, and weapon upgrades. But a fully kitted cyber player can dismantle an enemy hex network without firing a shot.
The research ship is primarily a buff/upgrade platform. It doesn't build combat units — it makes everything else better. It has the same defence tack-on options as the command ship (turrets, field generators, etc.).
| Upgrade | Cost (RP) | Effect |
|---|---|---|
| Ore Harvest Yield + | 20 RP | Harvesters return with more ore per trip |
| Void Harvest Yield + | 25 RP | Enticers extract void matter faster |
| Weapons Upgrade I | 30 RP | Fleet-wide damage boost (small) |
| Weapons Upgrade II | 60 RP | Fleet-wide damage boost (medium) |
| Armour Upgrade I | 30 RP | Fleet-wide hull HP boost |
| Engine Boost | 25 RP | Fleet-wide speed increase |
| Hex Field Efficiency | 40 RP | Hex fields consume less void matter per tick |
| Advanced Hex Research | 50 RP | Unlocks stronger hex buff/debuff tier |
| Detection Upgrade | 30 RP | Increases range for detecting saturation fields and stealthed enemies |
| Dampener Field Theory | 40 RP | Prerequisite for Dampener Ship Blueprint |
| Dampener Ship Blueprint | 30 RP | Unlocks Dampener Ship construction on Assault Carrier |
The assault carrier builds all combat units. No gating departments — if you have the ore, you build the ship. The constraint is ore income and queue time.
| Unit | Cost | Research Required | Notes |
|---|---|---|---|
| Fighters | 80 ore | — | Fast, cheap, swarm unit |
| Shield Ships | 150 ore | — | Arc shield to soak fire for ships behind them |
| Beam Ships | 200 ore | — | Long range, high damage, fragile |
| Battleships | 350 ore | — | Tanky, moderate damage, the backbone |
| Arkhelion | 500 ore | — | Heavy capital ship, front-line bruiser |
| Dampener Ship | 300 ore | Dampener Ship Blueprint (Research Ship) | Reduces enemy hex debuffs in a radius — the doorknocker for pushing enemy hex networks |
Note: Unit roster is illustrative — existing units from the current build slot in here. Costs are placeholders for balancing.
Ships produced by the assault carrier are expendable — built in bulk, lost in battle, replaced from the queue. But their effectiveness scales with fleet-wide upgrades purchased via RP (and in some cases void matter) on the Research Ship. These are permanent for the duration of the mission.
| Unlock | Cost | Effect |
|---|---|---|
| Battleship Weapon II | RP (TBD) | All battleships gain access to second weapon system |
| Battleship Weapon III | RP (TBD) | All battleships gain access to third weapon system |
| Beam Ship Weapon II | RP (TBD) | All beam ships gain second weapon |
| Raider Weapon II | RP (TBD) | All raiders gain second weapon |
| Raider Weapon III | RP (TBD) | All raiders gain third weapon |
| (additional per-class unlocks) | RP / Void Matter | Fleet-wide ability upgrades, defensive systems, etc. |
Design note: Each ship class starts with one weapon and can unlock additional systems through RP spending. This means RP is an ongoing operational resource — not just a tech tree currency. A player generating high RP income has a fundamentally more capable fleet than one who isn't, even with identical ship counts. Void matter also plays a role in some upgrades, creating further tension with hex field maintenance costs.
Capital ships are distinct from assault carrier production. They are persistent — they survive between missions, carry upgrades forward, and grow in power over the campaign. Think pets, not cattle.
Capital ship upgrade details will be fleshed out as the system develops. The key constraint: RP and void matter spent on capital ships is RP and void matter NOT spent on fleet-wide unlocks, hex fields, or cyber operations. Every resource in this game should hurt to spend.
At game start (1,000 ore, 60 RP, 0 energy), the player faces genuine strategic choices:
| Strategy | First Department | First RP Spend | Tradeoff |
|---|---|---|---|
| Econ Rush | Mining Operations | Enticer (15 RP) | Ore and void matter flowing fast, but no hex presence or defences early |
| Hex Rush | Engineering & Prospecting | Hex Scout Research (30 RP) | Hex scouts online fast using starting ore, but no income — burns through reserves |
| Turtle | Defence Industry | Save RP | Survive early waves, but fall behind on territory and economy |
| Cyber Play | Mining Operations → Cyber | Cyber Warfare Suite (40 RP — need surveyors first) | Late-game devastating, but huge early sacrifice |
All are viable depending on the mission and enemy aggression level. The 60 starting RP is enough to do one thing well, not everything — that's the tension.
The current resource model uses void matter as the hex field fuel. Long-term, the plan is a tiered energy hierarchy that maps to the game's lore:
| Tier | Resource | Who Can Access It | Gameplay Role |
|---|---|---|---|
| 4 (lowest) | Void Matter | All spacefaring races | Basic hex field fuel, entry-level constant manipulation |
| 3 | Resonant Essence | Vionites and above | Stronger hex effects, advanced tech unlocks |
| 2 | Entropy | Sovereign-tier civilisations | Major hex field power, exotic capabilities |
| 1 (highest) | Arch-Matter | Ancient / Tier 3 races | End-game, lore-significant — may not be player-accessible |
This hierarchy doesn't need to be implemented now, but the resource system should be built with it in mind — void matter is tier 4, and the plumbing should allow higher tiers to slot in later.
Details to be revealed…
Details to be revealed…
Originally known as the Dark Worlders by the ancient Skrill race. The Sekarri refer to them as the Drone Fleet to reduce panic, as the name "Dark Worlder" carries a legacy of hopelessness.
Proto-Human in origin — the original humans, grey in colour, from another galaxy. They once had nations, many races and colours, but eventually formed a single totalitarian government and a single skin colour: grey. As they expanded outward, they were intensely xenophobic.
They originated on a planet over 1 billion years ago. Originally a civilization with culture and wars similar to others, they became obsessed with technological supremacy, eventually utilizing eugenics and total domination. They were eventually trapped on a planet surrounded by a Null Field — a barrier that prevented matter from existing.
An ancient race called the Skrill (Keepers of the Universe) broke the barrier, believing they could "fix" the Dark Worlders' programming. This acted as Pandora's Box. Upon release, the Dark Worlders destroyed the Skrill's 10th Fleet and ignited a 10,000-year war.
The Skrill attempted a diplomatic meeting near an entropy sink (black hole) to contain the threat. The Dark Worlders betrayed them, corrupted the entropy sink, turning a black hole into a White Hole. This rift allowed reinforcements from another galaxy, leading to the extinction of 95% of all life in the galaxy.
According to Kira, no race has ever won a single skirmish against them. Their technology appears as "magic" to the Sekarri (who are 300 years ahead of humans). They have wiped out 95% of tier 2 and 3 sentient life in the galaxy.
The "Hornet" Strategy: They utilize scouts. If a scout is alerted, the fleet swarms in overwhelming force. The only counter-measure is to destroy or distract the scout instantly. The Sekarri once sacrificed an entire fleet just to stop a scout from reporting their location.
Designed for obliterating any naval/space-borne resistance
Designed for eradicating populations on a planet's surface, usually after forges are erected
Emergency enforcement, 1000x stronger than a Harbinger. Can destroy an entire solar system from a distance.
Unknown capabilities. Work closely with entropy and simulated universes.
A race of humanoid feline-like species. Very advanced but now a nomadic travelling race. They came from a world called Alara that was destroyed. Alara had continents: Langara, Caelin, Lyran, Gerestone and Mythan.
Modern-day Sekarri, though 300 years ahead of Earth technically, are culturally very similar to humans. Technological developments allow them to be more progressive and inclusive, but some stereotypes linger.
Sekarri females have adapted to "maidenhood" — true poly-type relationships including love for the male, love for other females in the group (pride love), and love for the crown (first female). Their relationship dynamic is both complex and simple.
A corporate-driven planet, with smaller moons and planets where anti-capitalists have fled. They still believe in nobility, monarchs, and love buzzwords.
They evolved from spiders. Their star shouldn't be what it is — a mystery that hints at deeper secrets in the galaxy.
A faction-driven species split into two main sides: A) A totalitarian, mafia-like state with connections and hubs on planets all over the galaxy. B) A rebellious resistance faction, still substantial but built of many decentralised splinter cells.
Their species lost their home world to the drone fleet, but never had the interest nor resolve to fight back. Rather, they expanded their influence with as many races as they could. By definition, they mix with all sorts of aliens and do business with anyone.
Planet: Shal
Deritonians are bipedal and reptilian in appearance, possessing mammalian features like hair. They come in varied colours from green to pink, with heights from 5ft to 8ft.
A hardy, externally pacifistic species organized into a traditional, feudal society of houses and clans — blending rituals and nature-spirit beliefs (akin to feudal Japan's Shinto) with medieval European culture (Wales, England, Scotland, Ireland). They have templar knights.
Drakhans are a Tier 3 dragon-like ancient species who are extremely pacifist, hiding from the galaxy after devastating wars. They share the planet with the Deritonians, but enforce a strict policy of isolation causing Deritonian civilization to stagnate.
The Deritonian government is formally seeking asylum with humanity, offering 500,000 battle-hardened warriors and rare minerals in exchange. Deritonians and humans have already begun forming personal bonds, including romantic relationships.
Mouse and squirrel-like in form, with large diversity in both appearance and culture depending on distance from the Core Worlds. Vionites are the most advanced Tier 1 civilization.
Unlike others, the Vionites' energy footprint is too high to hide. So they prepare for war — culturally, politically and scientifically. They are currently undergoing a massive Total War military campaign, the only race insane enough to go toe-to-toe with the Drone Fleet.
An aquatic, noble and benevolent race. They were the first — the elders, the founders, the forerunners. They built all the infrastructure found in the galaxy today. But they were wiped out by the Dark Worlders after releasing them from their prison, in an event known as the White Hole incident.
Reclusive and ancient. Legend has it they were around when the Dark Worlders were first released — millions and millions of years ago. As a Tier 3 race, they are godlike in technology compared to all other living species.
The Honnehari knew they couldn't stay or they'd be wiped by competition (the Drone Fleet), or eventually atrophy as all intelligent races do. So they left the galaxy — no one is sure how.
Previously known as the Adamant. A species still being fleshed out in the lore — details to come.
The Sekarri travelling fleet, comprising over 1 million civilians and 350,000 active military personnel. Believed to be the largest surviving group of Sekarri to have fled Alara. Their destination appears ambiguous as all Admirals are currently AWOL.
A splinter group of humanity who believe Earth is better united under a single banner, not separate nations. They push for human survival at all costs.
Their leadership, part of a shadow government that brewed during early contact between Earth and Neph, shaped the FOM into a top-down totalitarian regime. Though generally xenophobic ("Humanity First" mentality), they ally with the Dominion (Neph), who gave them a homeworld in exchange for assisting her annexation of Earth and tribute humans to the Dark Worlders.
Neph's flagship is The Subjugant.
Believed to be led by Morrigan but actually backed by ex-pirate, now venture capitalist Vess Avraxian. Morrigan made her case for the fleet years prior to Alara's invasion.
A large, distributed, semi-decentralised mafia-like organisation. Led by various Kethri kingpins, warlords and corrupt politicians. They have infiltrated major factions all over the galaxy with advanced forms of blending in, beyond Sekarri Demi technology. It's believed they infiltrated Earth before the 1960s.
Rebels against the Umbra Consortium. A resistance faction fighting against the mafia-like grip the Consortium holds over Kethri society.
An informal coalition of surviving Earth nations — highly business and economic driven.
Amu isn't a typical off-the-shelf guardian AI from generic sci-fi. She has her own hopes, desires, and is on a mission to recover memories she isn't even sure are her own.
Straker helps Amu in the beginning with something huge she will never forget. But Amu was always going to be drawn towards Straker, in this part of space and time anyway. As Straker, you can choose to go all the way with her — and she will take you to her special place.
An average, run-of-the-mill human male, shorter in stature at 5'6", working a 9-5 job in an office. Not popular, not successful in life. Frustrated by the lack of purpose, he spends much of his time with his friend Brian.
After being abducted and coming face to face with Fel, Straker learns about the 400 abducted humans, that humanity is not alone, and the threat to the galaxy. He becomes vested in the stake, funnelling all his energies into drone training and finding a way to contribute.
Straker is a quiet MC — most of his dialogue is selected by the player but not voiced. He isn't mute, it's just left to the imagination of the player.
Military combat instructor on the Freexyl ship. 7 feet tall, blonde-haired, feline in appearance. Alongside Straker, Fel is one of the main characters in the game.
When the Sekarri fleet first spotted Earth, she formulated all the plans for the Drone program, the abductions, and her vision to allow humans a place in fighting the drone fleet. She convinced many into her vision, though the fleet was not headed for Earth.
Fel has a connection to Straker she doesn't understand — dreams which link them and an affinity. She is monogamous, extremely rare for Sekarri females. She insists Straker only have her or not at all, though there is a difficult path to get her into a poly pride.
She appears emotionally balanced, but has had issues with uncontrollable rage in the past. Straker has given her a new lease on life. Fel was a fleet Tier 1 operator — one of the very few with actual space combat experience.
Once worked as a fleet intelligence officer, kicked out for being overzealous. Paranoid security chief now active aboard the fleet during the leadership slumber.
Over 7'9" tall with blue soft, short fur and red hair. A Science Fleet officer and one of the main characters. Senior officer and best friends with Tabby. She went to the academy with Fel and Tabby.
Kira has multiple sisters, though they don't keep close relationships. She is Astraea (sexually open but focused on her career), one of the highest functioning intellectuals on the Freexyl.
Her personality is open, friendly, and emotionally expressive. She can be playful and flirtatious — blushing when complimented and reacting with a "Meow!" when intrigued. She is also insightful and perceptive, able to sense attraction through pheromones, a Sekarri trait.
Kira becomes pivotal in the game: she joins your team, can support on the field and in RTS, and helps make important breakthroughs.
Aphoros is a clone — Nyrissa is the original and made her. Nyrissa was always gifted, but needed to double her productivity so she created a clone. Aphoros became a twisted version of her, emphasising hidden prejudices and suppressing empathy. The ethics board stripped Nyrissa of title and merit.
Come to Nyrissa when you need an unfiltered but educated opinion on things. She's not easily found early on, but worth seeking out before you meet Aphoros.
Kira's sister. A promising researcher in Fake Matter and Null Fields who once eclipsed even Kira. That was until a lab experiment went horribly wrong.
Isara was working on "Temporary Constructs" — matter that could be summoned then dispelled with no residue. Using a stolen classified Shard and a hacked grade-B reactor, she activated the construct. Every atom in her lab was phase-rotated into an orthogonal axis — shifted to where no physical observer could reach.
She found herself at the threshold of something alien — a biome awash in shifting crimson and deep violets, pulsing as if alive. A cloaked figure with burning red eyes strangled the life from her. With her last strength, she triggered the emergency shut-off and escaped. The figure whispered: "Do not come back."
No one believed her. She quit, drifted apart from Kira, and eventually found herself serving drinks at the Stellar Grove. But Isara couldn't banish her ambitions. Her path crosses with Eris Tabby's sister, who recruits her as an informant.
Full ceremonial name: Yeverinthii'shael (yeh-veh-RIN-thee-shy-el). "Echo of stars" or "bound to starlight."
A female wolf-like alien with native-style vibes. Tired of millennia alone, tired of her people's new approach to things. Still non-interfering and thinks of most species as primitive. She has experienced everything, but it fleets away — she has to refresh herself often.
Her people, the Honnehari, have long left this part of the universe. They were hyper-advanced and saw the Skrill get wiped out by the Drone Fleet tens of millions of years ago. As a Tier 3 race, they knew they couldn't stay longer or they'd be wiped by competition. So they left.
An attractive but shy Deritonian diplomat and ambassador. She represents the Deritonian people and considers Straker a hero for pushing back the drone fleet.
Her society is rigidly bound by family traditions (similar to feudal Japan) and she was expected to follow her diplomat parents, though she secretly wishes to pursue science or nature. Her primary mission is to ask Straker for asylum for her people, offering 500,000 battle-hardened combatants and rare minerals.
A travelling Chronicler who journeys across her home world Shal and through its forests. She wants to interview Straker and tells him stories of her travels.
To romance her, you must be unapologetically honest about being a screw-up. She is bored by "Heroes." She may carry a recording device — seemingly magical, but actually Drakhan tech.
The first hybrid you meet early on. Her mum and dad were Sekarri and Kethri respectively. While Fel is a combat instructor, she isn't allowed to be Straker's direct teacher — Erika trains you at the Battle Center in the Stellar Grove.
Erika naturally gravitates to a Lorena role in pride dynamics. She's asked to join Straker's pride and you can partake in battles at the centre to gain stats, level up and earn money.
Daria is not a soldier or weapon in the conventional sense. She is the Vionites' version of the Manhattan Project — an unnatural, unrepeatable creation born from fear. A technological leap several magnitudes ahead of their current level.
Her DNA is layered across additional spatial dimensions, allowing it to encode capabilities far beyond normal lifeforms. She is infused with entropic energy, null potentials, and synthetic matter structures — a living battery of high-concept physics.
For now, Daria lies dormant — suspended in stasis, encased in containment fields built to withstand cosmic anomalies. She is arrogant and self-believing but secretly self-doubting. She wants to find her father, and is angry at her abandonment. She likes lighting candles with her mind and watching them burn out.
Originally served as a Spectral Warden, rising over 120 years of military service. Rose from ground commander to Supreme Core Strategon during the "Freylen Collapse" — the rebellion of the outer worlds. Later demoted in scandals, reinstated, and transitioned into the Navy branch.
Secretly worked on Honnehari corpses and an Eridix (residual AI construct), reverse-engineering hyper-advanced technology 2 tiers above Vionite level. Oversaw the Black Genesis program — Daria's creation — but never knew the biological link to himself.
Personality: Calm, polite and warm but distant. Has 100 grandkids. A world-weary pragmatist who believes in structure but knows when to give way to chaos. Secretly hates the total war path but sees no alternative. Never married, never divorced. Can joke from time to time — enjoys a dad joke.
Kaelix's mind was cloned into another cloned body. A long time ago she was a person — the Freexyl's granddaughter. She was a trained assassin and killer, an artefact of an earlier, more violent Sekarri era.
Her deeper inner kernel wants to break out and express herself, but layers of programming and indoctrination suppress that. You CAN date Kaelix, but it's not easy — if you help her fight her demons, she will go to hell and back for you.
Chief investor in the Black Fleet. She is the major shareholder who funded Morrigan's operation. Her previous role was as a formidable pirate who made her wealth through shady means — far more ruthless than Morrigan in her prime.
Vess has access to highly sought-after Shards — dispersion material made from synthetic, processed degenerate strange matter. Most people think Morrigan is the big boss, and Vess likes to keep it that way. Make no mistake: Vess wants her money's worth.
A senior Admiral in the Vanguard fleet. Found by Straker and Fel locked away in a Kryptosis storage container — put on digital ice.
Tif is a work-hard, play-hard personality. Very powerful, very competent, but with her vices. She is seen as a feminist symbol on Earth after the events of the Drone Fleet invasion, having developed impressive tactical capabilities and led human legions to victory.
A Vionite journalist. Lysandara hears about the pending demise of humanity and that the drone fleet are apparently on their way while Rhyzark is leaving them out to dry.
Not one to let a potential bombshell of a story pass her by, she pays a smuggler called Snow to get her on a fast stealth transport to Earth. She's told there is only one human the Sekarri are interested in. Lysandara will do whatever it takes to meet that man.
A hotshot super-soldier who acts dumb. Might actually have an IQ lower than 100, but constantly ruins Ezorath's day. Leads a combat unit, always getting into trouble. Every time he's in Ezorath's office, he makes the old Strategon age 50 years.
Supreme leader of The Dominion and one of the primary antagonists of Drone Commander. Neph is a towering, powerfully built Sekarri with a striking crimson mane, tawny golden fur, and an unmistakably commanding presence. She wears dark, spiked battle armour and rules from a throne — every inch the warlord.
Neph made early contact with Earth, cultivating a shadow government that would eventually become the Foundation of Man (FOM). She offered the FOM a homeworld in exchange for their assistance in annexing Earth and tributing humans to the Dark Worlders. Before the Sekarri evacuation of Alara, she abducted the Carapax — a semi-sentient species — and converted them into her armies.
Neph claims that by allowing the sacrifice of a few hundred thousand humans, she can "pay off" the Dark Worlders — allowing Earth to be left alone. Whether this is a genuine deal or simply a manipulation tactic to secure compliance remains uncertain. What is certain is that Neph has no qualms about the cost.
She is extremely callous and rules through fear. Neph has been known to force her subjects to watch executions and punishments live — ensuring that dissent is crushed not just in action, but in spirit. Mercy is a foreign concept to her; obedience is the only currency she accepts.
Her flagship is The Subjugant. Her military forces include Dominion Dropships, Walkers, Gunships, and fortified bases — all encountered as enemies throughout the game. A hard, practical villain with no interest in ideology or speeches, Neph takes what she wants and dares anyone to stop her.
"Humans… don't think you can—"
In short: Sovereigns harvest life in the galaxy to extract entropy (crystallised/locked information). The entropy can be used to create Fake Universes, in which they build things they need. They then import those things using Virtual Entropy.
Entropy is a base layer of reality. The real-world definition is the measure of the unavailability of energy to do work, or a measure of disorder. Drone Commander expands this interpretation as the percentage of locked-in information, unmodifiable — essentially, the soul.
Entropy is superior to available information, in that entropy can be used to generate new information. This is what makes it so valuable. The Dark Worlders have limits on what they can create (stars, black holes, etc.) as physics limits what information can do. Entropy allows them to work around this — a minable resource giving access to exotic matter like Shard Strange Matter.
The Dark Worlders treat entropy like an oil rush. They don't care that harvesting extracts souls or destabilises local space — it powers their economy, allowing them to make Fake Universes, Shards, and cosmic-constant altering matter.
Alternate realities don't exist in Drone Commander. However, the top-tier species can manipulate and cast alternate probabilities into micro-universe bubbles within our existing universe. With Fake Universes they can build whatever they want; with Virtual Entropy, they import what they built.
The Dark Worlders believe they are doing good, because they think they can prevent the universe from ending by leaching Fake Universes.
It's not faster than light, nor transportation, nor quantum nonsense.
Billions of years ago, species noticed that not all CMBR (Cosmic Microwave Background Radiation) was equally distributed — it appeared to clump together in 12 places. On closer inspection, CMBR seemed to almost instantly appear in another location. There were 12 regions in the galaxy where physics behaved differently.
The top races of that era began a gold rush, racing to each location and bottling up the super-resource into Shards. Shards are like batteries for special matter that can change the physical constants of the universe.
The shards are bottled super-physics from regions of early CMBR where physical constants were different and variable. These clumps of space have long dissipated, but the ancients raced to mine, refine and purpose them. Different shards have different functions related to the part of space they came from.
Venatrix meaning gender imbalance. Sekarri come from a wider family of Sekar, meaning smart hunters.
Pre-History: During their last major evolutionary phase ~200,000 years ago, environmental factors caused females to die at much higher rates in childbirth. Through selective breeding and survival of the fittest, women who bore more females were selected for — creating the 7:1 forcing function.
Early History: Social bonding dominated their civilisation. The instability of breeding meant many Sekarri still carry epigenetics from previous Sekar favouring monogamous relationships. It took the rule of law, religion and even caste systems to engrain their polygamous society. A Pride System was formed.
< 800 Years Ago: Sekarri maintained strict traditions — any male not pairing with more than 6 women would be severely punished, as would women who attempted to keep a man to herself.
After 400 Years Ago: Living standards improved. Autonomy and individual rights became more of a thing. Cultural revolutions followed. People were free to form relationships how they pleased — with the final caveat being that high-level government officials must still be seen to follow traditions.
To adapt to the gender imbalance, Sekarri females developed fine needle-like hairs below the belly button that stand on end during arousal. These inject a form of organic hormones into males on contact — a genetic historical adaptation.
As centuries progressed, they lost utility as cultural mechanisms took precedence. However, some females still have active filaments: 1/5 Sekarri women have them, but 1/3 Langarans do.
Sekarri children have multiple mothers, and each parenting role carries its own terms of address:
The Sekarri's polyamorous lifestyle isn't simply a consequence of the 7:1 ratio — it's a deeply woven emotional tradition rooted in something far more profound than physical need.
At the center of their prides is Bondlove — a sacred, near-sexual connection shared between women. It transcends friendship, built on mutual comfort, emotional syncing, and intimate touch: nuzzling, holding, shared warmth. Though not explicitly sexual, bondlove carries a closeness that often feels just as fulfilling as time with the male partner — sometimes more so.
There is no envy, no rivalry. When the male is unavailable, one woman may take on the Veyla role — altering her voice and posture in a respectful ritual. She doesn't just comfort the others; she is rewarded with favour and affection. Bondlove is more than custom — it is the very fabric of Sekarri identity, sisterhood, and healing.
Alara has multiple continents, much like Earth. The Sekarri World Wars revolved around the supply and rights of men.
A huge island continent like Australia but with lush jungles and tall mountain ranges. The most aggressively traditionalist and authoritarian. They institutionalized the Pride System and started WW1 and WW3. The last to abolish slavery.
Tribal and traditional, driven by survival not ideology. They maintained the Pride-like system through ancient custom and necessity. Retained monogamous epigenetic preferences more openly.
Progressive and autonomous. First to move away from rigid state-enforced pairing. Used advanced genomics and adoption to stabilise society without authoritarian control.
Highly mixed and unstable. A melting pot of traditionalists, progressives, and those with deep monogamous desires. The central stage for all five conflicts.
First three wars — The Supply of Men | Fourth and fifth wars — The Rights of Men
Belligerents: Langara vs. Rest of the World
Outcome: Total Langaran Victory — formalisation of the Pride Laws
Pre-emptive strikes using thousands of warships, blimps, frigates and slave ships. Langara's core goal was to extract male "comfort husbands" from all nations. Night-snatching tactics with specialised hooks dropped from blimps into remote villages. The male slave trade formalised husband registries.
Belligerents: Continental powers
Outcome: End of the Patriarchy, rise of aristocracy
Massive continental wars fighting for: recognition of male royalty, formation and extermination of the patriarchy, and the closest equivalent to human wars. Included a Langaran civil war.
Outcome: Coalition victory
Langara pushed back via a primitive but effective use of male pheromones to lure Langaran combatants into ambushes. First documented instance of male participation in war. Coalition forced Langara to recognise the pridelands and the Freexyl bloodline.
Belligerents: Traditionalists, who wanted the scarcity of men to maintain their power
Defenders: Progressives, who wanted 1:1 ratios
Goal: Caelin scientists attempted to fix the Venatrix (7:1 ratio) via genomics
Technology Level: Roughly equal to Earth's 2050s–2150s
Outcome: Caelin scientists' efforts ended in disaster when they tried to fix the Venatrix and do it quickly by artificially accelerating the aging of a selected group of Sekarri male children to adolescence. Upon the conclusion of the process, the modified males reverted to a baser alpha state in mental terms. This reversion was caused by the fact that the male olfactory system reverted as well, back to a state prior to the gender imbalance. As a result, the males were driven wild by the overwhelming amount of Sekarri female pheromones in the air, thus making them hyper-aggressive and perceive anyone or anything in their way as competition or an obstacle to mating. The resulting damage, mayhem and male deaths left such a lasting negative impression that the incident became a cautionary tale against any future attempts at correcting the imbalance. The ratio stayed 7:1, but the Caelin scientists' efforts were not totally in vain because "Custom Men" became possible. Kaelix series cyborgs became implemented in wars.
First Full Instance of Sekarri Servicemen
Around the time of World War IV, the coalition of liberal states of the northern hemisphere of Alara came to the conclusion that the planet would not survive such increasingly devastating conflicts. Having witnessed the usefulness of their male auxiliaries in World War II and III, who contributed greatly to the defeat of Alara's most aggressive nation, the Langarans, in WW III, they fielded the first divisions in which men served, so that they too could fight for their rights.
Destruction of Prime Processing Lab
Caelin's leadership refused to admit failure, and the leaders — turned on by aggressive self-sacrificing males — planned to force the changes globally, putting early nanite "bombs" into water supplies and air filters to spread the mutations worldwide.
The world, mostly indifferent or disrupted by misinformation, failed to react. At this time Caelin states were also seen as hard to attack head on.
Kaelix, leading new packs of male troopers and driven by ethics, began hit-and-run raids on the labs — eventually destroying and taking them down.
Kaelix succumbed to her wounds and died, not before all evidence was broadcast globally — causing a moral outrage (similar to how the Holocaust was reacted to when it was uncovered).
The First Kaelix Clones & End of the War
Following Kaelix's death, the Langarans bought her body, used her DNA to create clones of her (ones grown from Kaelix's seed DNA as part of their aggressive genetic advancement programs) and, after cybernetic and bionic augmentation, produced Kaelix series cyborgs in a combat-factory line. The prototype proved so effective that, within the space of 10 years, Kaelix combatants reduced the need for army recruitment by 20%. Kaelix series cyborgs deployed right at the end of WW4 had a massive impact.
The war officially ended when Kaelix units put down the last of the traditionalists. The Kaelix models were slowly phased out as wars became more rare.
Later on however (post-war), the corporations got involved and created different flavours of her (off the record) — ones tailored to the clients' needs, resulting in her consciousness being transferred through countless cloned bodies and subjected to layers of brainwashing and reprogramming by various factions.
First "Custom Men" Created
Sekarri females dominated in sports until this time, because men started modifying themselves to be of similar height and possess similar bone density. However, men would still get smoked, since they lacked the innate aggression the females had. Sekarri men would continue boosting their genes so their sons would be taller. This started to be perceived by Sekarri women as a sort of "uglification" on the part of men and would contribute in the future to the remaining short Sekarri men being perceived by Sekarri women as attractive and highly desirable.
In response to this trend, some Sekarri women modified themselves to be shorter and daintier in order to increase their chances of winning a place in Prides of such men. While both tall and short Sekarri men still found themselves genetically attracted to bigger women, this strategy paid off for some of these women as some of the progressive males indeed dated the weaker girls. However, women making themselves smaller never became mainstream — just fringe.
Recognition of Sekarri Lesbians
Prior to the end of WW4, Sekarri lesbians were not recognised, but not due to reasons which would be a thing in a monogamous civilisation with gender balance. Bondlove — Maidenhood of Touch — "is more than custom — it is the very fabric of Sekarri identity, sisterhood, and healing." Therefore, any alternative would be viewed by the conservative part of Sekarri civilisation as a deviation from the norm.
The Sekarri version of "conservative" is both similar and different to the human understanding of it: both share the idea that any deviation from traditional family structures (humans: monogamous marriage, Sekarri: polygamous Pride) constitutes degeneracy. The difference is that the Sekarri version considers the lack of a male in the equation a kind of lack of balancing factor ("This bond occurs alongside intimacy with the male, not in competition with it."), thus causing that which is "near sexual, beyond friendship" to drift to one side of the spectrum and crossing "the line" dividing that which is "transcendent" from that which is just means of satisfying one's carnal desires.
However, the gradual changes in Sekarri society — ones which made the concept of "Custom Men" possible — also contributed to Sekarri lesbians being recognised in a somewhat mirror fashion to that which would happen on Earth: since their existence did not constitute a threat to the survival of the species (since they would not remove men from reproduction but only themselves, thus making room for other women, contributing to the decrease of female rivalry and aggression, especially in light of Sekarri men dying in the war), the societies gradually became willing to recognise their existence and see them as a way of stabilising themselves (along with other ways, such as advanced genomics, subtle breeding programs, adoptions and more).
There would be no lesbian Sekarri in government at a high level due to them not following traditions, but they would be among those free to form relationships how they pleased instead of being shunned and persecuted.
Details to be revealed…
Outcome: Financial control over the pride economy
War between corporate entities like the Umbra Consortium. Men became "Celebrity Assets." This era produced characters like Tif Avraxian, who used influence over high-value males to leverage entire fleets. Creation of Merit Shares (originally male meritshares).
| Rank | Role |
|---|---|
| StratZar | Overall command of multiple Star System campaigns |
| Strategon | In-system general, responsible for multiple planetary campaigns |
| Field Stratarch | Directs planetary surface operations; hover-forces and orbital coordination |
| Sub-Marshal | Commands individual battle groups or flotillas |
| Praetor-Wing | Oversees planetary airspace and defense satellites |
| Orbital Warden | Keeper of system-defense rings and AI fleet control |
| Fleet Magister | Oversees ship doctrine, training, and combat simulation networks |
| War-Chancellor | Handles doctrine, morale, and psychological warfare planning |
| Drift Commander | Leads anti-gravity ground forces in suspensor drift |
| Rank | Role |
|---|---|
| Neural Prefect | Oversees implant integrity and telepathic comm networks |
| Synapse Magister | Directs tactical AI fusion and human-Vionite interface projects |
| Cognition Auditor | Monitors mental corruption, entropy deviation, and subversion |
| Spectral Warden | Commander of stealth fleets and phase-veil intelligence units |
| Entropy Liaison | Interfaces with dispersion-based technologies and Honnehari relic systems |
| Rank | Role |
|---|---|
| Home Prefect | Oversees planetary administration and economic war planning |
| Regent-Magistrate | Represents Core mandates to Home Worlds and trade syndicates |
| Councilor of Balance | Manages allocation of resources between warfront and civilian needs |
| Grand Vicerant | Semi-autonomous ruler of non-Core planetary clusters |
| High Arbitrator | Legal overseer of empire disputes and sanction protocols |
| Matriarch/Patriarch of Sectors | Traditional family-dynasty leaders holding military influence |
| Societal Curator | Maintains propaganda, cultural cohesion, and morale broadcast networks |
Just as humans once knew of light speed but believed in the Ether before Einstein showed the true 4-dimensional nature of the universe, the Vionites have glimpsed the basic principles of entropy in action. They understand this as Resonant Essence.
This discovery took 200 fleet ships working for 300 years in one of the most extreme environments known — a pulsar system. The combination of time-dilation, intense radiation, and the gravity gradient allowed them to view how information works at the fundamental level.
700 years ago, the Vionites came across several dead Honnehari corpses in a Void Stasis Krypt. General Ozerath's staff, working with a Honnehari Eridix (Ethereal AI/droid), were able to reverse-engineer ancient, godlike Tier 3 technologies. This hinted at Resonant Essence.
After centuries of work, they finally built instruments to measure Resonant Essence. They expected to see a new field, particle, or dimension.
They did not expect to see the fundamental soul data of living beings.
Vionites, Sekarri, humans — all complex, branching data snippets that grow, split and merge. Not DNA code created from parents, but immortal data streams that resonate through different dimensions and time domains. Even after death, their Essence directly influences the evolution of the galaxy.
This shocked the Vionites to the core. The pragmatic conclusion: they were at least 100,000 years behind from being able to make Tier 3 status. The system is now off-limits, but like Area 51, the technology benefits are being slowly siphoned to the populace — including Stellar Architecture via resonant stream fields.
A semi-sentient species that used to live on Alara. Before the evacuation, Neph was free to abduct as many as she could and convert them into her armies.
Details to be revealed…