
Showcase 01 — Arrival
The game
A first-person survival and colony-building game, alone or with up to three friends: wake aboard a damaged colony freighter after an 84-year crossing, reach a world seeded with Earth forests, and build its first industry with a fleet of robots.
01A vertical slice, in order
From the prologue to the first industry
Showcase 01 is not a finished game. It is the opening of one, built all the way through: the prologue, the ship, the landing and the colony's first production chain.
Prologue · in-engine
Launches for those who could leave. The prologue
A cinematic of about six minutes, told by Melanie and fully in-engine: Earth's last years, the discovery of Nova Eridani, Genesis and the trial, the Meridian and the crossing. Its last shot leads straight into the moment you wake.
In development
You wake in the recovery suite. Aboard the Meridian
You wake on a recovery cradle as a medical arm finishes its work. Melanie has been blind for six years. Each repair gives her back a sense, and her voice changes with each channel.
In development
Three main parachutes fully open above the capsule. The descent
A four-seat drop pod burns in through the atmosphere, opens two drogues and three mains, and fires its retro rockets for touchdown in the meadow at LZ-1.
In development
Set out together from the landing zone. The surface
A supply canister, a felling axe and a survey beacon. Fell, saw, drill and plant by hand, then build the first structures on a world Genesis prepared.
In development
The settlement grows. The first industry
Robots printed in a fabricator take on work as foresters, woodcutters, sawyers, haulers and builders, and fifty machines turn what the planet gives into water, food, power and metal. A chain of tutorial quests introduces it all.
03ESV Meridian
Wake the ship
Restore a blinded AI's senses one by one, from a damaged terminal to the ship's intercom to your suit radio.
The first part is a repair route through a ship that was never designed for people: a converted freighter, damaged by a debris strike six years before arrival.
- 01The expedition visor
- 02The emergency toolkit
- 03A power junction bypass
- 04A manual bulkhead release
- 05A printed comms board
- 06Coolant rerouting
- 07The observation deck, where the shutters open on the planet

Melanie's senses, restored in order
- 01Terminal
- 02Room speakers
- 03Intercom
- 04Suit link
The molecular printer
It has its own menu, and prints the parts the repairs need, such as a comms board or a drive controller, once something needs them.
Twenty-Five Thousand Days
A side quest: repair MU-17, a stalled maintenance unit, by printing it a new drive controller. Once repaired it finishes its job, then drives home to its own charger.
Conversations
Replies are chosen with the number keys or clicked with the mouse.




04Drop Pod 01
Four seats down
The ride down is in a four-seat capsule, one seat for each co-op player. The survey beacon rides strapped inside the hatch.
- Four seatsOne couch for each co-op player, back to back, each with its own window and a live altitude and speed read-out.
- Three mains, two droguesLine stretch, reefed and full stages; the mains are cut and drift away at the burn.
- Three outside shotsEntry, chutes and touchdown, timed around Melanie's lines. Every other moment stays in the seat, with free look.
- The beacon rides insideStrapped inside the hatch, out of the heat of entry, and handed to you as the hatch opens.
05LZ-1
On the surface
Earth forests planted by machines decades before you arrived, growing among glowing native fungi and life older than humanity.
- A supply canisterA survey beacon, a felling axe, hand tools, a prefab shelter and a robot fabricator kit.
- Hands-on workFell and buck trees with the axe, drill outcrops, plant seedlings and saw timber at the sawbench. Each task has its own first-person animation.
- The felling axeA detailed forged model: a hand-forged head with a polished bit, a curved wooden haft and a leather lanyard.
- SwimmingThe plateau and foothill lakes and the sea are deep water. Wade in from the shore and you swim, float with your head and shoulders out, and dive the way you look. The rivers are wading depth.
- Day and nightThe sun crosses the sky over an hour of real time per day, and the light changes with it. The time of day is kept in your save and is the same for every player in co-op.
- There is a way backIf you die on Nova Eridani, there is a way back, and a quest leads you to it.




06Co-op · 1–4 players
Better together
Up to four players share one world, one story and one colony. Start the expedition together, open your game to friends later in the story, or build side by side in the sandbox. Each player keeps their own name, specialisation and personal moments.
Start the expedition together
Everyone who joins before the expedition leaves the ship wakes aboard with the host. The opening is something you do as a crew.
Open your game to others later
A game begun alone stays single player at first. Partway through the story it can take on further players.
Sandbox co-op
Build and gather together at any time, with no story.
Shared, and personal
- Repairs, discoveries and the colony are shared; each player's own awakening and personal moments stay theirs.
- Doors, items and objectives are shared fairly: one supply crate is not looted twice.
- Every player can build (paid from their own pack), fell, saw, drill and plant, and everyone sees the same site and the same forest.
- A player who drops out keeps their identity and progress. While they are away an AI stand-in looks after them, and never earns their progress for them.
- Big journeys, such as the drop pod to the surface, wait until everyone is ready, with a shared countdown.

Ten specialisations, chosen when you join
- Engineer
- Ecologist
- Medic
- Builder
- Logistics Specialist
- Systems Technician
- Surveyor
- Pilot / Mission Operations
- Researcher
- Generalist / Expedition Lead
Co-op is new and early. One player hosts and the others join by IP address. Specialisations are saved but do not yet change how a player plays.
07The personnel record
Your character
Shape your character from dozens of MetaHuman faces, down to the line of the jaw. Your crewmates see you as you made yourself.
- A character creator on the personnel record, used for a new game and for co-op.
- Dozens of MetaHuman faces, with the face shape blended region by region: brow, eyes, nose, cheeks, mouth, jaw and ears.
- Build by height and figure; hairstyles, eyebrows and facial hair; seven skin tones, six eye colours and eight hair colours.
- Faces talk: your own lines move your face. The EVA suit's helmet has a glass visor with your face behind it.
- Your look is saved with the game and shown to the other players in co-op. Press V for a third-person view.

08Visor and menus
The interface
- The Tab menu: Inventory with a turning 3D figure and item models, World Map, Quest Journal, Skills and the Colony page.
- The visor HUD: scan sweeps, prompts and waypoints.
- A separate build mode with site analysis and a structure view.
- Sandbox mode on the main menu: build and craft freely, with no story.


09Honest status
What it is, and is not, yet
Nova Eridani is in development. These are the current limits, stated plainly.
A vertical slice
Story content ends after the first colony industry chapter.
Placeholder voices
Melanie, who also tells the prologue, and the robots use synthetic or AI voices. Some of the newest lines are shown as text. Professional voice acting is intended.
The story stays near LZ-1
The wider 16 km world has places to find but no quests yet, and resources beyond the landing zone are still to be placed.
A mix of art
Original work (the robots, the logo, Genesis, the field station and lander, the work-building kits) alongside licensed environment packs. Some areas still show development lighting.
Co-op is new
Joining is by IP address, with no server browser or invites yet. If the host leaves, the session ends. The colony runs on the host's game, and specialisations do not yet change how you play.
Survival and crafting are new
Their balance is early and will change with playtesting.
Swimming is new
There is no underwater view effect and no breath limit yet, and the colony's robots keep to the land.
Windows only
The build runs on Windows.
From the design documents
Planned, not promised
These are intended. None of them is in the game, and none has a date.
An orbital feed from the Meridian for overseeing the colony during orbital passes.
Weather and seasons as pressures on the colony, and night visits that grow with it.
Further production chains and story chapters beyond “The First Industry”.
For the Strider: punctures and its one spare wheel, a charging dock at the base, and air you can breathe in its cab.
The wider ship: the habitation ring, cargo holds and reactor, sealed in this slice.
Co-op: the colony on every player's screen, specialisations that change how you play, and joining through Steam.
Private testing · Steam page later
Follow the expedition
A private beta for a small group of testers is being set up, and the store page will follow. Until then, every change is written up in the development log, with an RSS feed so you never miss one.
Nova Eridani is in development. Showcase 01 — “Arrival” is in private testing. Screenshots are from the in-development build.

















