Aetheria: Starbridge
Game Design Document
Date: 2026-06-24
Starbridge as a co-op siege line: the station rim below the camera, defenders holding the perimeter, and pirate pressure advancing across Aetheria's luminous gravitational terrain.
High Concept
Aetheria: Starbridge is a 2-5 player cooperative defense game about a small frontier base surviving escalating waves of attack through asymmetric teamwork.
One player commands the base from an RTS interface: routing power, expanding infrastructure, fabricating weapons, assigning drones, deploying turrets, and reading the whole battlefield as a strategic map. The other players fly individual ships in the Unity client, fighting attackers directly, recovering salvage, anchoring field structures, and making the urgent close-range saves the commander cannot make from the chair.
The result is a simple game with a clean silhouette:
One base. One crew. One player sees the whole war. The others are in it.
Market Pitch
Starbridge is built for friend groups, not isolated individual fantasies. Its central market promise is that the group already contains different kinds of players, and the game finally makes that social shape useful.
The pitch:
The co-op space defense game for the friend who wants to build the base and the friends who want to fly out and save it.
The RTS role is not a burden assigned to a random public-match stranger. It is a place for the friend who already likes strategy, logistics, tower defense, factory planning, or commander play. The pilot roles are for the friends who want movement, combat, salvage, repair, cooling, and clutch field execution.
This makes the design unusual without making it illegible:
- one player commands the base;
- the others fly ships;
- everyone defends the same position;
- waves end in boss technology recovery;
- the team refits, upgrades, and unlocks the next scenario together.
The audience is the co-op group chat: three to five people looking for a game where different tastes can become a crew instead of a compromise. Starbridge should market itself less as an RTS/FPS hybrid for genre purists and more as an asymmetric co-op defense game for mixed-skill, mixed-preference friend groups.
Design Intent
Aetheria has long wanted two different kinds of players to struggle together in the same universe: the player who loves systems, economy, construction, and command, and the player who wants thrust, weapons, heat, dodging, and risk. See Playable Layers for the larger design problem Starbridge is cutting into. Starbridge turns that ambition into a readable first release.
The game should be easy to understand in five minutes:
- The base must survive.
- The RTS player builds and directs.
- The pilots fight and recover resources.
- The wave gets worse.
- Communication wins.
The innovation comes from the way those roles depend on one another. The RTS player is not a spectator, and the pilots are not units. Each side owns information, agency, and failure modes the others cannot replace.
Relationship To Aetheria Systems
Starbridge is the short-session co-op proof of Aetheria’s larger design stack. It should not invent a separate class game, economy, or combat model for the sake of convenience. It should compress existing Aetheria pressures into a smaller arena where their relationships become easier to read.
Starbridge is a mode inside the broader Aetheria client, not the whole client. The desktop app starts or joins Starbridge sessions, carries party and Verse context, exposes the shared Hangar, and can remain open as the commander UI. Pilot players launch into Unity clients that already know which Verse, session, role, and player identity to connect to.
Core inheritance:
- Design Pillars: the game must make heat, repair, risk, labor, and survival feel material rather than decorative.
- Playable Layers: the RTS operator and pilots are two distances from the same crisis, not two unrelated clients sharing a scoreboard.
- Action RPG Layer: ship feel, tactical combat, salvage, docking, and loadout pressure come from cockpit-scale Aetheria.
- Corporate Strategy Layer: infrastructure, production, research recovery, station stock, and base defense come from strategy-scale Aetheria.
- Ship-shape and Up to Specs: ships are hulls, hardpoints, heat budgets, cargo compromises, docking options, and manufacturer doctrine.
- Heat, Stealth, and Detection: thermal support is not healing by another name. It is heat debt management under fire.
- Economy and Production: every weapon, drone, support module, and station stock item should have production history, quality, and maintenance implications.
- Progression, Claims, and Consequence: recovery, wreck claims, station exposure, drones, and equipment access should all leave material traces.
- Persistent Universe and Reset Loop: repeated runs should feel like a scoped expression of Aetheria’s larger reset logic: selective carryover, knowledge, changed baselines, and another attempt under pressure.
- Implementation Signals: the active game repo already points toward typed state, behavior-driven equipment, cargo, docking, heat, and shared simulation; Starbridge should use that direction rather than route around it.
Subtitle Rationale
Starbridge is the working subtitle for this release because it names the cooperative fantasy without colliding with the darker identity of Terminus or L’Appel du Vide.
It suggests:
- a bridge crew split across different interfaces;
- a base that connects ships, infrastructure, and territory;
- the act of holding a fragile crossing point in hostile space;
- the architectural role of Verse as the shared state bridge between clients.
Target Experience
The ideal session feels like a cooperative crisis room.
The RTS player sees bomber vectors, failing shield nodes, fabrication queues, drone availability, turret coverage, and salvage flow. The pilots see incoming fire, hull alarms, missile trails, vulnerable enemies, thermal spikes, repair opportunities, and physical openings the map cannot fully express.
The best moments sound like:
- “Hold north for ten seconds. I can get the shield back.”
- “Mark that bomber. I have a targeting window.”
- “Do not chase the scouts. I need salvage at the fabricator.”
- “I am dropping a turret frame. Someone anchor it.”
- “Your reactor is cooking. Dock or get a coolant beam on you.”
- “Drone swarm is live. Lead it through the breach.”
Communication is not flavor. It is the main interaction surface between two different games occupying one battlefield.
Design Pillars
1. Asymmetric Clarity
Every player should understand their job at a glance.
The RTS player owns the base, logistics, and tactical infrastructure. Pilots own their ships, local combat, salvage recovery, and close field interaction. When a system crosses that boundary, the game should make the handoff visible and useful.
2. One Shared War Machine
The base is not a static health bar. It is a living machine made of power, sensors, fabrication, defense, repair, launch capacity, and station stock. When part of it is damaged, the whole team should feel the change.
3. Communication As Mechanics
The game should create concrete reasons to talk. It should reward quick, specific, legible coordination rather than vague callouts or constant chatter.
4. Tactical Readability Before Content Volume
The first release should have few enemy types, few structures, and few pilot abilities. Each element must have a strong silhouette, obvious counterplay, and a clear place in the cooperative loop.
5. Authority As Fantasy
The Verse authority model should support the game fantasy directly. The RTS runtime naturally authors base and tactical infrastructure. Pilot runtimes naturally author responsive ship claims. Short-lived leases can allow local close-combat response without turning every client into a hidden global authority. That makes the networking model an expression of Playable Layers, not just transport plumbing.
Player Roles
RTS Player: The Chair
The RTS player acts as the base commander, logistics officer, engineer, and tactical systems operator. This role is a small-session expression of Corporate Strategy Layer: infrastructure and production decisions become conditions the pilots have to survive physically.
Primary responsibilities:
- maintain base power and shields;
- place and upgrade infrastructure;
- fabricate weapons, drones, and consumables;
- deploy and retask turrets, drones, mines, and decoys;
- identify wave composition and attack vectors;
- mark priority targets and field objectives;
- allocate scarce support abilities;
- keep pilots supplied, repaired, and directed.
The RTS player should be busy but not frantic. Their challenge is attention management: seeing more than anyone else, while still depending on pilots to touch the battlefield.
Core RTS verbs:
- build;
- route;
- repair;
- fabricate;
- deploy;
- mark;
- overclock;
- assign;
- lease;
- call down.
Ship Players: The Pilots
Pilots fly individual ships in the Unity client. They are the fast, embodied response layer of the team. Their verbs come from Action RPG Layer and Ship-shape and Up to Specs: the ship on screen is still a working object, not a class portrait with engines painted on.
Primary responsibilities:
- intercept attackers before they reach the base;
- destroy or disable priority targets;
- recover salvage from dangerous locations;
- anchor construction ghosts placed by the RTS player;
- cool overheated ships, turrets, and base systems when equipped for thermal support;
- repair exposed systems when equipped with repair gear;
- escort drones and supply pods;
- dock at the station to switch ships, change loadouts, and draw from station stock;
- kite enemies through kill zones;
- survive long enough for the base machine to adapt.
Pilots should feel powerful, vulnerable, and physically present. They are not generic RTS units. Their moment-to-moment skill matters.
Core pilot verbs:
- thrust;
- dodge;
- shoot;
- boost;
- mark;
- salvage;
- anchor;
- cool;
- repair;
- dock;
- refit;
- escort;
- lure;
- cover.
Core Game Loop
- The team enters a defense session around a frontier base.
- The RTS player reviews the base, resources, and incoming wave forecast.
- Pilots launch and take positions.
- Attackers arrive along readable lanes, vectors, or threat clouds.
- Pilots fight, intercept, salvage, and perform field interactions.
- The RTS player spends salvage and power to build, repair, fabricate, and deploy support.
- The wave creates a crisis the team must solve through coordination.
- The wave boss is defeated and yields recovered technology choices.
- The team survives, stabilizes, upgrades, refits, and prepares for the next wave.
- The session ends in victory after a final wave or defeat when the base falls.
Target first-release session length: 20-30 minutes.
Session Pacing
Starbridge should be tuned around graceful failure. The game should not collapse the first time one role underperforms. A completely undefended base can survive a few waves on passive resilience, starter systems, and forgiving enemy pacing. A good commander or a good crew can carry the team roughly halfway. Finishing a run requires everyone doing their jobs.
The pacing goal:
- Opening waves: teach the shape of the game. The base can absorb mistakes, pilots can learn movement and salvage, and the commander can learn power, stock, and build tools without instantly dooming the team.
- Early pressure: either side can compensate. Strong pilots can intercept threats and recover salvage while a new commander learns. A strong commander can stabilize weak pilots with turret placement, repair reserves, drones, and clear priorities.
- Middle waves: the team begins to feel role dependency. Salvage flow, station refits, support gear, thermal debt, and build timing start to matter together rather than separately.
- Late waves: no single role can carry. Pilots need a prepared base, commander support, and sensible recovered technologies. The commander needs pilots to execute dangerous objectives, recover key salvage, cool overheated systems, and repair exposed modules.
- Finale: the run asks whether the group became a crew. Victory should feel earned through division of labor, not raw damage output.
This protects the friend-group fantasy. Nobody should feel that inviting the strategy friend creates homework, and nobody should feel that a new pilot turns the session into a tutorial hostage situation. The game welcomes uneven skill, then gradually makes coordination necessary.
Match Structure
Lobby
Players choose roles before launch:
- 1 RTS player required;
- 1-4 pilots supported;
- difficulty selected by the group;
- base loadout preset selected by the RTS player or host.
Pre-Wave Build Window
The RTS player has a short planning phase. Pilots can launch, scout, practice movement, or take early field positions. The planning phase should remain short enough that the game does not become a lobby simulator.
Combat Wave
Enemies attack the base and its outer systems. The RTS player commands the base machine while pilots fight in real time. Each wave should culminate in a readable boss or command unit whose defeat ends the wave and produces the run’s next technology recovery choice.
Stabilization Window
After a wave, the team has a brief recovery period. Damaged structures can be repaired, wreckage can be converted, upgrades can be selected, and pilots can dock to switch ships or exchange equipment with the station’s stock. The team also chooses from randomized technologies recovered from the defeated wave boss.
Finale
The last wave should combine multiple learned pressures: bombers, siege craft, skirmishers, and breach threats arriving with enough timing offset that the team must triage rather than simply win a damage race.
Battlefield
The first map should be one readable combat space, not a content buffet.
Recommended first map:
- central base with exposed shield nodes and fabrication core;
- three major approach lanes;
- asteroid cover fields that matter to pilots;
- outer salvage zones that tempt risky flights;
- limited buildable hardpoints;
- long-range threat space for siege enemies;
- clear visual distinction between safe interior, contested perimeter, and dangerous exterior.
The RTS view should simplify the space into tactical information. The pilot view should make the same space feel physical, fast, and hazardous.
Base Systems
The base is the team’s shared body.
First-release systems:
- Core Integrity: if the core dies, the match is lost.
- Power Grid: structures need power; overloads create short-term strength and long-term risk.
- Shield Nodes: directional defensive systems that create obvious defense priorities.
- Fabricator: converts salvage into deployables, repairs, ammunition, and field replacements through the Economy and Production grammar of inputs, quality, and maintenance.
- Sensor Array: improves wave prediction, enemy reveal, and target marking.
- Launch/Service Bay: survival pod recovery, respawn, repair, rearm, docked ship selection, and pilot support.
Damage should be readable. If the shield node is failing, everyone should know where and why.
RTS Build Set
The first release should start with a small, expressive build set.
Power Node
Extends or stabilizes the base grid. Vulnerable but essential.
Turret
Reliable area defense. Strong against predictable attackers, weak if isolated or unpowered.
Missile Rack
Consumes fabricated ammunition for burst anti-bomber or anti-siege defense.
Repair Drone Bay
Produces repair drones that can be assigned to structures or escorted by pilots.
Shield Projector
Creates directional resilience. Strong when supported, expensive when neglected.
Sensor Mast
Improves detection, wave previews, target locks, and commander map fidelity.
Decoy Beacon
Pulls certain enemies off critical infrastructure, allowing pilots to exploit pathing or create kill zones.
Ships, Loadouts, And Support Gear
Starbridge should use Aetheria’s existing ship and loadout identity rather than flattening pilots into fixed hero classes. Ships have hulls, hardpoints, equipment, cargo, thermal behavior, docking state, and station-facing inventory. This is the Ship-shape and Up to Specs doctrine in co-op form. The first release should make that system readable without exposing all of its long-term complexity at once.
Pilots can dock at the station between waves, or during combat if they accept the time and positioning risk. While docked, a pilot can:
- switch to another available ship;
- exchange equipped gear with station stock;
- restock consumables and ammunition;
- install thermal support equipment;
- install repair equipment;
- restore a saved or preset loadout when the required stock exists.
The station’s stock is a team resource and a miniature Economy and Production surface. A coolant projector sitting in storage is not helping anyone until a pilot chooses to give up another hardpoint for it. This makes support an equipment commitment rather than a passive role label.
Station stock should eventually carry quality and provenance:
- mass-produced emergency gear with poor thermal margins;
- recovered boss technology that enters the stock pool for this run;
- premium manufactured components with better durability or performance curves;
- scarce support modules whose presence changes team composition decisions.
Persistent Hangar
Starbridge should treat persistent ship ownership as build-shape access, not raw match power. A player may bring a personally unlocked hull and loadout into a scenario because those components define a known assembly graph: hardpoints, gear families, thermal topology, firmware assumptions, repair interfaces, and manufacturer doctrine. The scenario can normalize the starting quality of those components without erasing the player’s chosen ship identity. The pilot still arrives in the shape of their dream machine. The run decides how good that machine becomes today.
This works because Aetheria items are blueprint assemblies, not flat loot. A laser, coolant beam, reactor, or shield can contain crafted assemblies that are themselves blueprint instances. Enemy salvage, station stock, and recovered boss technology may share subassemblies with a player’s own gear even when the finished item blueprints are different. Tearing down a wreck can therefore recover a higher-quality focusing lattice, capacitor bank, coolant collar, regulator, or other compatible assembly that upgrades the player’s item if the interfaces and maintenance constraints match.
The live-service rule is:
Persistent unlocks define what shapes the player can field. Run economy defines how good those shapes become under fire.
Owning a component grants practical maintenance and fabrication access to that component lineage during a scenario. It does not grant universal research mastery. A crew still needs salvage, station tooling, time, and compatible inputs to repair or upgrade the assembly, but they do not need a separate tech unlock merely to understand the object they brought with them.
The persistent hangar is therefore the player’s long-term collection and expression surface. It can contain:
- unlocked hulls;
- unlocked gear families;
- owned component patterns;
- saved loadout shapes;
- manufacturer variants;
- cosmetic liveries, decals, bay dressing, titles, and other identity pieces;
- convenience unlocks that reduce friction without increasing match power.
The hangar is not owned by Starbridge. It is an Eve/CultUI CRUD surface over central player state, especially player inventory, unlocks, entitlements, component patterns, cosmetics, and saved loadout documents. Starbridge consumes approved loadout shapes from that player state and applies scenario normalization. A future PvP mode, route mode, web companion, or account management surface should consume the same hangar state rather than inventing a parallel inventory.
Hangar authority:
- owner: typed central player inventory and unlock state;
- surface: Eve/CultUI hangar composition lowered into game, web, native, or TUI clients;
- commands: inspect, equip, unequip, rename, save loadout, apply livery, compare assemblies, dismantle, queue repair, and fabricate when a station or service context allows it;
- non-owners: Starbridge sessions, Unity scene objects, websites, storefront entitlements, matchmaking, cinematic hangar rooms, and renderer-local caches.
The same hangar should be usable from the website and from inside the game. The website can host the exact customization surface the pilot later uses in the Unity client because both are lowerings of the same Eve graph and command surface. That is a product promise and an architecture constraint: no duplicate web inventory, no delayed synchronization as design policy, and no renderer becoming the secret owner of player loadouts because it had the prettiest room.
The hangar should support the MechWarrior-style pleasure of owning, naming, tuning, and showing off a personal machine without letting ownership purchase a win. A veteran can bring a strange or expensive topology into an early scenario, but the starting component quality can be normalized to that scenario’s baseline. Their advantage is build identity, assembly access, familiarity, and more possible upgrade paths during the run, not raw starting damage.
Starbridge should permit audacious loadouts, then let scenario pressure and squad priorities judge them. If a pilot brings an overbuilt, overheated, under-supported, supply-hungry, or otherwise despicable machine, the game should not need a pre-match rules cop to forbid it. The loadout enters the mission in normalized form, performs according to its actual compromises, and the crew decides how much attention, coolant, repair, salvage, and commander support it deserves. If the build cannot justify its appetite, the pilot can be left to eject, pod home, and return in something more reasonable.
That failure can become a social moment instead of a balance scandal. A player who brings a precious, expensive, aggressively personalized ship may still end up begging the squad to escort them back into contested space to salvage their beautiful mistake. The squad is not only pricing the wreck against the opportunity cost of a rescue. They are judging player/build fit: whether this pilot actually has the skill, discipline, and communication habits to fly that elite topology under pressure, or whether the team would be better served by the same player docking into a basic support ship with two useful buttons. This makes attachment playable: ownership can create stories, obligations, jokes, skill audits, and rescue drama without becoming purchased dominance.
Deep metagame knowledge will create copied “meta” builds. That is expected and healthy as long as the build’s operating doctrine remains visible in play. A copied elite ship should demand understanding: heat rhythm, thermal and power modes, cooling circuit setup, engagement range, retreat timing, support dependency, ammo and salvage appetite, target priority, and recovery plan. A player can copy the loadout and the configuration, but they still have to know when to be in which mode. If the pilot does not understand the machine, the squad should be able to tell from battlefield behavior rather than from a scolding UI badge. They will see the pilot out of position, consuming too much coolant, wasting commander attention, losing rare assemblies, frying themselves by firing more guns than they can cool, or using a precision tool like a brick with decals.
The anti-pay-to-win rule is:
A premium build can be bought or copied. Competence cannot.
This makes monetization safer. Paid or accelerated unlocks can expand the player’s collection, expression, loadout convenience, and access to alternate build shapes, while gameplay-affecting power remains governed by scenario normalization, salvage, station fabrication, and team execution. The live service can sell beautiful hangars and faster access to toys. It should not sell completed victories wearing a ship skin.
Thermal Support
Thermal support means providing cooling services to ships, drones, turrets, and base systems. It should be expressed through gear that must be mounted on the supporting ship. This is Heat, Stealth, and Detection as cooperative labor: one player takes on the work of moving someone else’s heat debt.
Thermal support is also anti-capture play. Some enemies should try to win by forcing ejection rather than by destroying hulls outright: disabling radiators, overloading control systems, and attaching remora-style drones that push heat into ships until the pilot has to abandon the craft. A support pilot counters that win condition by stabilizing cockpit temperature, buying safe firing time, burning off hostile heat debt, or cooling a ship long enough for the pilot to dock instead of eject.
Candidate thermal support gear:
- Coolant Beam: transfers or dissipates heat from an allied target while the pilot holds contact.
- Radiator Pod: deploys a temporary cooling field that helps nearby allies shed heat.
- Thermal Sink Canister: consumes a limited charge to absorb a burst of heat from a critical ally or structure.
- Heat Pump Lance: pulls heat out of one target and dumps it into the support ship’s own thermal system, creating risk for the rescuer.
- Thermal Scrubber Burst: clears hostile heat-transfer effects from a friendly ship, turret, or station module before they cascade.
Thermal support should create strong positioning decisions. A pilot cooling an overclocked turret or overheated bomber interceptor is doing something valuable, vulnerable, and visibly different from shooting.
Repair Support
Repair support means restoring damaged hulls, drones, turrets, and exposed base modules. It should also come from equipped gear, not from every ship having a universal repair button. In Aetheria terms, repair is not mercy dust. It is maintenance access, parts availability, time under threat, and a claim on the team’s limited station stock.
Candidate repair gear:
- Patch Beam: sustained hull or module repair with range and exposure risk.
- Repair Drone Rack: launches limited drones that perform repairs while the pilot protects or escorts them.
- Nanite Foam Charge: short-range burst repair for emergencies.
- Tow Clamp: helps recover disabled ships or drones to the station’s service radius.
Repair support should be powerful but interruptible. The pilot who brings repair gear has sacrificed damage, speed, cargo, cooling, or utility capacity to do so.
Pilot Ship Kit
The first pilot kit should be straightforward, but it should still be built from ship equipment.
Recommended baseline combat loadout:
- primary weapon;
- boost;
- dodge or roll;
- missile or special weapon;
- interaction tool for salvage, anchoring, docking, and objective actions;
- target mark.
Recommended baseline support substitutions:
- replace a weapon or special slot with thermal support gear;
- replace a utility slot with repair support gear;
- carry fewer offensive consumables in exchange for service charges, repair drones, coolant canisters, or spare parts.
The first release does not need a large ship roster. It does need enough loadout agency that one pilot can say, “I will dock and come back with cooling,” and have that choice matter immediately.
Shared Mechanics
Salvage
Destroyed enemies drop salvage. Pilots must recover it physically or escort collection drones. The RTS player spends salvage on structures, repairs, drones, and munitions.
Salvage is the main bridge between pilot risk and RTS agency. It should inherit the spirit of Progression, Claims, and Consequence: wreck recovery takes time, exposes the recovering ship, and may force the team to decide whether a component, material cache, or boss technology is worth the danger.
Survival Pods
Pilot ships should carry auto-eject survival pods. A pilot can trigger ejection at any time, and catastrophic ship failure should trigger it automatically when the pod system is still functional.
The survival pod should be represented as a proxy ship with a fixed loadout determined by the ship’s cockpit item. In fiction and in camera language, the cockpit the player sees is ejected whole as a module. The player does not teleport into an abstract escape object; their view tears free from the failing hull, carrying the cockpit module into the field as a small, limited, recoverable craft.
The cockpit item therefore defines the pod’s emergency capabilities:
- minimal thrusters;
- emergency beacon;
- short-range comms;
- limited sensors;
- small self-defense gun or flare/countermeasure behavior if supported;
- no lawful combat role;
- no cargo or support-service capacity beyond survival.
Escape pods can carry small guns, but those guns exist for wildlife, microdrone, debris, or desperate proximity defense after ejection. They are not legitimate combat craft. Using a pod as a combatant is a war crime because the entire survival norm depends on everyone treating pods as protected objects. The reason pirates, station guns, and player ships generally do not target pods is that pods are not supposed to affect the battle.
This keeps ship loss material without making it terminal. Losing a ship costs the team hull value, equipment access, cargo, field position, recovery time, and possibly whatever wreck claim the attackers or scenario rules create. It does not remove a player from the session or force them to spectate while the crew continues without them.
The survival loop:
- Pilot ejects manually or through automatic catastrophic-loss protection.
- The cockpit module separates from the hull and becomes the pilot’s proxy ship with the cockpit item’s fixed pod loadout.
- The pod becomes a vulnerable recoverable object in the field.
- The Launch/Service Bay can recall, recover, or receive the pod depending on distance, threat, and scenario rules.
- The pilot returns through an available ship, replacement hull, or repaired docked craft.
- The lost ship becomes an economic and tactical setback, not a player-state failure.
This follows the design pressure in Progression, Claims, and Consequence: failure leaves wreckage, claim risk, repair cost, and station exposure behind. The person survives. The balance sheet does not.
Survival pods also make loadout experimentation socially safe. A pilot can test an audacious hangar build without the team being forced to subsidize it for the entire match. If the ship proves too hot, too fragile, too slow, too greedy for ammo, or too dependent on support the squad needs elsewhere, the battlefield can answer. The crew may choose to save it, abandon it, tow it later, or spend their attention on the base instead. The pilot pods back to the Launch/Service Bay and refits into a better answer.
Docking and refit are therefore the correction primitive for bad theory. The game should let players learn from the shape of their ship under pressure, change the shape, and rejoin the war. A failed loadout should create a recoverable tactical and economic setback, not a scolding modal, a queue dodge, or a permanent player-state failure.
Wreck recovery should require visible squad judgment. If the lost ship is valuable, exotic, sentimental, or full of rare assemblies, rescuing it can be a real objective that competes with base defense, salvage flow, and wave timing. The pilot may plead for an escort. The crew may agree, bargain, laugh, refuse, or make the recovery conditional on better decisions next wave: refit simpler, bring support gear, stop chasing scouts, fly near the base, or prove the elite machine is more than a costume. The system should give them a meaningful reason to talk about competence, role fit, and trust without needing a matchmaking score to say the quiet part out loud.
Thermal capture enemies sharpen this loop. If a pilot ejects because hostile heat pressure made the cockpit unsafe, the pod remains protected and the ship becomes a contested prize. Enemy remorae can switch from heating to cooling once the pod clears, preserving the hull for capture. The team can answer by killing the remorae, towing the derelict, cooling it for re-entry, or deliberately scuttling the wreck before attackers claim it.
Construction Ghosts
The RTS player can place a projected structure in valid field space. A pilot must fly to the location and anchor it before it becomes real.
This creates a direct cooperation loop:
RTS player identifies need → pilot takes risk → base gains new capability.
Construction should remain grounded in Corporate Strategy Layer and Economy and Production. A turret frame is not magic terrain paint. It is a fabricated object, powered through the grid, anchored by a pilot, and maintained afterward.
Target Marks
Pilots and the RTS player can both mark targets, but marks mean different things depending on source.
Pilot marks are local, urgent, and line-of-sight grounded. RTS marks are strategic, sensor-backed, and can route turrets, drones, or missiles.
Drone Leashing
The RTS player deploys drones. Pilots can lead or shape drone behavior by flying through command rings, escort paths, or leash zones.
Overclock, Cool, And Vent
The RTS player can overclock a turret, shield node, or fabricator. Overclocking creates heat or instability. A pilot with the right equipment can cool, vent, or reset the system if they can reach it under fire. A pilot without that equipment can still defend the area, anchor emergency structures, or return to the station to refit.
This should create a natural triangle:
RTS overclocks a system → heat becomes a tactical debt → support-equipped pilot pays that debt in the field.
Authority Leases
Some combat moments benefit from giving a pilot temporary local response authority over a narrow subject, such as close defense around a shield node or a hostile engaged at knife range.
In game terms, this can appear as:
- close-defense permission;
- local drone reaction envelope;
- temporary countermeasure control;
- emergency repair autonomy;
- boosted target resolution near the pilot.
In Verse terms, this should map to bounded interest leases rather than hardcoded client privilege.
Enemy Roster
The first release should ship with five enemy archetypes.
Scouts
Fast, fragile attackers that probe defenses and create distraction.
Player lesson: do not overcommit heavy resources to light threats.
Skirmishers
Pilot-pressure enemies that chase, harass, and disrupt salvage recovery.
Player lesson: pilots need cover, not just objectives.
Bombers
Slow, obvious, dangerous base killers.
Player lesson: priority targeting and interception matter.
Siege Craft
Long-range attackers that punish a passive defense.
Player lesson: pilots must leave the comfort of the base perimeter.
Breach Drones
Small enemies that attach to shield nodes, power nodes, or the core and force close defense or repair interaction.
Player lesson: not every threat is solved by damage alone.
Difficulty And Scaling
Difficulty should scale through composition, timing, and pressure layering, not just health inflation.
The campaign curve should follow the same carry philosophy as session pacing: roles are individually sufficient early, partially sufficient in the middle, and intentionally insufficient alone by the end.
Early waves teach one problem at a time:
- intercept fast targets;
- recover salvage;
- defend a shield node;
- stop a bomber;
- push out to kill siege craft.
Later waves combine problems:
- bombers arrive while skirmishers pin pilots;
- siege craft force an outward push while breach drones attack the base;
- scouts reveal weak points before a heavy wave;
- salvage drops in risky zones just before the team needs resources.
Each wave should end with a boss or command unit that embodies the wave’s main lesson. The boss does not need to be large every time, but it should be recognizable as the thing that resolves the wave and drops recovered technology.
Candidate boss roles:
- Scout Captain: fast target that exposes weak base coverage before dying.
- Siege Carrier: launches standoff threats until pilots push out.
- Thermal Warden: overheats defenses and makes cooling support matter.
- Remora Matron: launches attachment drones that force pilots into thermal-capture counterplay.
- Breach Mother: spawns attachment drones that force close defense.
- Bomber Frame: slow final threat that tests priority fire and missile economy.
Progression
Progression should be rogue-lite adjacent. Each session should feel like a distinct run because the team discovers different technologies, adapts to different recovered options, and invests persistent score currency between runs. This is the compact-session cousin of Persistent Universe and Reset Loop: not total continuity, not disposable attempts, but selective carryover that changes future pressure.
In-Session Technology Recovery
At the end of each wave, the boss drops a randomized set of recovered technologies. The team chooses one or more, depending on difficulty and run length. These technologies change the shape of the current session only.
Recovered technology should feel like research salvage, not a magical level-up screen. The team is pulling a usable pattern, prototype module, hostile subsystem, fabrication technique, or field calibration out of the boss wreck and forcing the base to digest it quickly. That ties the reward loop back to Economy and Production and the research pressure described in Corporate Strategy Layer.
Recovered technologies should be concrete enough to change behavior:
- stronger turret tracking;
- cheaper repair drones;
- improved pilot boost recharge near the base;
- faster construction anchoring;
- larger salvage collection radius;
- better sensor prediction;
- expanded station stock;
- improved coolant efficiency;
- faster dock refit service;
- emergency core shield once per match.
Additional recovered technology examples:
- missile racks gain a small area burst;
- coolant beams can chain to one nearby ally;
- repair drones gain armor while escorted;
- sensor masts reveal the next boss modifier;
- fabricator queues one emergency item for free after a shield collapse;
- pilots vent heat faster while inside the base shield;
- decoy beacons pull bomber locks for a short window;
- station stock gains one random support module.
The randomization should create adaptation, not chaos. The offered technologies must be legible, limited in number, and tied to systems the team already understands.
Meta-Progression
Every run awards a persistent currency based on in-game score. This currency can be invested into modest percentage boosts that tune the team’s long-term baseline without replacing skill, coordination, or in-session decisions.
Meta-progression also feeds the persistent hangar. Players should be able to unlock hulls, gear families, component patterns, manufacturer variants, saved loadout conveniences, and cosmetic identity pieces over time. These unlocks expand the shapes a player can bring into a scenario, but scenario normalization and in-run fabrication determine the starting quality and realized power of those shapes.
Meta-progression also feeds the Barracks, the commander-side progression surface described in Aetheria Client and Modes. The Hangar stores machines. The Barracks stores people and minds. A commander should not bring a custom station into every scenario, because the scenario owns the base, stock, technology, salvage ecology, and faction pressure. Instead, the commander builds a bridge crew: thermal officers, fabrication leads, drone marshals, fire-control officers, quartermasters, rescue coordinators, signal/witness officers, faction liaisons, and stranger advisory minds.
The bridge crew changes how the commander operates the scenario’s provided station:
- warnings surface earlier or with better context;
- automation behaves differently;
- emergency procedures become available;
- resource handling becomes cleaner or riskier;
- drones, salvage, rescue, fabrication, shields, and fire control gain staff-shaped priorities;
- post-run analysis produces better black-box lessons.
The bridge crew does not replace the scenario’s equipment list, starting station, or loot table. It is the commander’s build without stealing authorship from the episode.
Fictionally, this currency can represent post-run analysis, recovered data, operator certification, manufacturing credit, or sponsor confidence. The exact name can come later. The important design constraint is that it behaves like selective carryover from Persistent Universe and Reset Loop, not a license to flatten the early game into homework.
Score inputs can include:
- wave reached;
- final victory;
- base integrity remaining;
- pilots recovered or revived;
- salvage collected;
- structures saved;
- boss clear speed;
- support contribution through cooling and repair;
- difficulty modifier.
Meta-progression should focus on balance elements that feel good to improve in small percentages:
- base core integrity;
- shield recharge rate;
- turret tracking speed;
- repair efficiency;
- coolant efficiency;
- salvage conversion rate;
- station stock quality;
- dock refit speed;
- pilot boost recharge;
- starting fabrication reserve;
- staff recovery speed;
- staff training efficiency;
- black-box analysis yield;
- bridge roster capacity or flexibility within strict limits.
The first release should keep these boosts shallow and transparent. The goal is to make every run feel productive, not to make early runs feel intentionally underpowered.
Completing the game should also unlock the next scenario. Scenario unlocks are the content-progression spine: a crew survives one authored co-op crisis, earns score currency and account investment, then opens the next crisis with a different starting shape.
Each scenario defines:
- starting base configuration;
- initial station stock and ship availability;
- starting technology availability;
- wave structure and boss sequence;
- faction mix attacking the base;
- faction-specific loot table and recovered technology pool;
- narrative premise and post-run consequence.
The scenario may also define staff pressure: recommended roles, stress modifiers, factional frictions, special debrief hooks, and risks to particular staff archetypes. A Cryonix thermal trial should not merely alter the loot table; it should also make thermal officers matter and leave some of them different afterward.
The faction mix matters mechanically. A Zhestokost attack should drop different hardware, pressure different defenses, and reward different recovery choices than a Cryonix raid, a pirate siege, autonomous probes, or alien-aligned machines. The scenario is therefore not just a map label. It is a controlled remix of production history, hostile doctrine, and reward ecology.
This gives Starbridge an episodic release model. New scenarios can arrive as a steady stream of co-op episodes: compact authored premises, bounded mechanical twists, new faction mixes, and new recovered technology pools that groups can work through together without requiring a whole new campaign architecture every time.
Seasons And Scenario Access
Starbridge can organize new scenarios into seasons. A season is a coherent bundle of co-op episodes, faction pressure, recovered technology pools, hangar identity rewards, and toolchain practice for delivering more cinematic and interactive narrative through the game’s existing systems.
The first shipped game should include a small set of standard scenarios that prove breadth and depth before the live cadence begins. Those launch scenarios should test the core grammar: base defense, salvage pressure, thermal and repair support, outward pushes, boss technology recovery, and the ability for a crew to lose for legible tactical reasons. Later seasons should add authored scenarios that reuse and extend the same scenario grammar rather than becoming bespoke content coffins.
Access policy:
- the current season may be premium;
- current-season scenarios may also be available as individual purchases;
- the season pass bundles the current season’s scenarios with cosmetics, hangar identity rewards, convenience rewards, and supporter value;
- when a season is no longer current, its gameplay scenarios move into the earnable archive;
- archived scenarios can be unlocked through play using earned currency, progression milestones, reputation, or another humane in-game path;
- cosmetics, titles, liveries, bay dressing, and supporter identity rewards may remain premium or season-specific when that does not affect gameplay access;
- gameplay-affecting scenarios should not be permanent missed-content ransom.
Squad access should be contagious. If any player in the group has a scenario unlocked, the whole squad can launch and play it together. Scenario access is checked at squad launch, not as a per-player gate that splits friends at the door. Ownership still matters: it can grant hosting access, solo queue access, season-pass rewards, supporter cosmetics, convenience rewards, and direct progression claims. But the co-op fantasy takes priority over entitlement accounting.
Players who guest into a scenario through a squadmate should still receive normal run rewards and should be able to make progress toward earning that scenario for themselves once it is archived. Current-season premium ownership can decide which account-level claims, cosmetics, or season-track rewards are available immediately, but it should not prevent friends from playing the mission together.
Monetization doctrine:
Starbridge sells time, freshness, expression, convenience, and support for the ongoing service. It does not permanently sell access to the war.
This keeps the open-source posture coherent. The code can be open, older gameplay scenarios can become earnable, and the official live service can still charge for Steam convenience, current-season access, bundled value, account services, cosmetics, hangar expression, and the privilege of keeping the machine fed without turning the business model into a little extraction engine with patch notes.
Narrative
Starbridge’s narrative should follow the principles in Narrative and Missions: authored pressure inhabiting systemic space. A scenario is not just “wave set number seven.” It is a particular base, under particular attack, for reasons that expose something about Aetheria’s institutions.
The first narrative unit is the defended base:
- who built it;
- who works there;
- what it produces, stores, researches, or protects;
- why the attackers want it destroyed or captured;
- what the crew loses if it falls;
- what uncomfortable thing surviving proves.
The RTS player and pilots do not need long cutscenes during combat. They need briefings, station chatter, faction voice, boss introductions, post-wave recovery messages, and end-of-scenario consequences that make the defense feel situated.
Scenario narrative can carry the live-content cadence:
- an emergency defense of a frontier fabricator;
- a station caught in a corporate patent raid;
- a salvage court dispute turning into armed seizure;
- a Cryonix thermal systems trial that becomes a siege;
- a pirate coalition attack on a repair depot;
- a thermal-capture raid where pirates want hulls and cargo intact, making pod corridors, remora removal, and wreck recovery central objectives;
- an alien probe sequence misread as ordinary raiding until the loot table stops looking human.
Narrative rewards should stay mostly systemic. A completed scenario can unlock the next scenario, alter available station stock, add a recovered technology to future pools, expose a faction’s doctrine, or change how later briefings frame the same war. Starbridge should be able to release episodes constantly because each episode is a reusable composition of premise, starting configuration, faction mix, boss sequence, and loot ecology.
The Barracks gives scenario narrative a second memory surface. A station can be saved while a staffer comes back altered. A beloved rescue coordinator can bond with a pilot whose pod they recovered. A thermal officer can learn the exact shape of a pirate heat-capture doctrine and develop radiator dread while becoming better at stopping it. These changes should be represented as typed staff state, not loose flavor text: stress, scars, bonds, rivalries, procedures, refusals, leave requests, promotions, retirements, and black-box memories.
Generated staff interactions can carry some of this narrative load. Ghostlight, VoidBot, and Epiphany persona turns can produce bounded debriefs, conflicts, bond events, recovery moments, and staff requests from stable character state, recent run facts, relationship state, and scenario context. Weksa vocals can voice accepted interactions. The generated layer must preserve continuity: characters are not disposable text fountains, and their state changes must be inspectable and able to affect future runs.
Model-generated outputs should be cached as discovered content. Persona text, accepted debriefs, Weksa vocal renders, and possible Vili gesture or acting data are content artifacts with provenance, not transient UI effects. Fresh character/scenario/state combinations can justify expensive generation; common states should resolve from cache once the service has seen them. Only meaningful changes such as new scars, deaths, bonds, refusals, promotions, faction revelations, or black-box events should force the expensive pipeline back awake.
User Interface Direction
Shared Hangar Surface
The hangar should be a shared Eve/CultUI surface over central player inventory, not a Starbridge-only screen. It belongs to the broader Aetheria client because ships, equipment, cockpits, support gear, cosmetics, presets, and unlocks cut across Starbridge, Arena, Conquest, and the future persistent world. The official website, in-game Unity client, desktop launcher, Steam-adjacent account surface, future mobile companion, and developer/operator TUI can all lower the same composition graph and submit the same typed commands.
This is a major live-service selling point:
Customize your ship anywhere. The same hangar follows you into the game.
Starbridge may contextualize a persistent ship through run-local quality scaling, recovered technologies, temporary station stock, and boss loot. That does not make the ship a Starbridge-only object. The same build can later enter Arena without Starbridge scaling and be matched by danger level, or enter a Conquest season where faction logistics and campaign rules matter.
The website version should not be a separate account shop pretending to be an inventory editor. It should read the same player inventory state, expose the same loadout validation, compare the same assemblies, apply the same cosmetics, and submit the same save/equip/repair/fabrication commands where the player’s current service context permits them. Storefront purchases or season rewards may grant unlock or entitlement documents, but the hangar remains a projection over typed player state.
Barracks Surface
The Barracks is the commander progression surface in the Aetheria client. It is not a Starbridge-only minigame, but Starbridge is where the first version earns its keep.
The V1 Barracks should include:
- roster cards and staff dossiers;
- a skills page for each staffer;
- active bridge slots for the next run;
- recovery, treatment, leave, and training slots;
- bonds, rivalries, stress, injuries, scars, and staff availability;
- staff-linked procedures and automation options;
- after-action changes from the last run;
- generated debrief and relationship events;
- replacement and succession tools for dead, retired, broken, or reassigned staff.
Staff roles are assignments, not hard classes. A staffer can specialize in one area while remaining useful elsewhere. The skills page should show who can man a gun, control drones, handle rescue coordination, read witness telemetry, or run thermal triage in a pinch. Out-of-specialty assignments should be possible and costly: more stress, slower response, poorer automation, increased Cognition pressure, or higher chance of mistakes.
The V1 Barracks should not include animated portraits or a RimWorld-style walk-around life simulation. The important presentation is roster consequence: who changed, who needs rest, who is becoming brilliant, who is becoming dangerous, and who the commander is about to send back into the furnace anyway.
Character releases can use a gacha-style cadence without making the official game a casino costume machine. Rarity should mean specificity of personhood: common staffers are useful demographic cuts through a faction labor pool; higher tiers are specialists, named professionals, historical survivors, faction assets, illegal minds, or canon characters with unique procedures and consequences. The official axis is narrative gravity and operational profile, not outfit escalation.
Duplicates are useful because war takes people. A duplicate may be a new trainee from the same program, a replacement officer, a sibling, a protege, a parallel firmware instance, or a legal/illegal mind fork. Some legacy can carry forward through certifications, training records, black-box lessons, and memorial procedures. Bonds, trauma, trust, and personal history do not simply copy over. The replacement may be mechanically familiar and emotionally not the same person. That is the point.
Presentation mods can exist as sidecars. Community wardrobe, portrait, voice, or adult presentation packs should not alter skills, stress, procedures, recruitment odds, or scenario outcomes. Official staff rarity and progression remain mechanical and narrative. Mods dress the stage; they do not own the war.
RTS Interface
The RTS interface should feel like an operational command surface:
- dense but readable;
- map-first;
- clear power and shield overlays;
- fast structure placement;
- obvious wave vectors;
- visible pilot positions and statuses;
- build queues and drone assignments within one glance;
- warnings tied to map locations, not detached notification spam.
The RTS player needs tools, not decoration.
Pilot Interface
The pilot HUD should prioritize:
- ship status;
- thermal state;
- equipped service gear and charges;
- current objective;
- marked threats;
- base danger direction;
- nearby cooling, repair, salvage, docking, and anchor prompts;
- commander pings;
- incoming high-threat attacks.
The HUD should preserve the kinetic feel of flying. It should not become a miniature RTS screen.
Art Direction
Starbridge should look like industrial survival in luminous deep space.
Visual priorities:
- readable silhouettes over visual noise;
- bright tactical effects against dark space;
- base systems with visible function;
- enemy archetypes identifiable by shape and movement;
- construction ghosts that look like projected infrastructure;
- shield and power states that can be read instantly;
- pilots as sharp, fast points of agency.
The first release does not need many environments. It needs one strong arena that teaches the game cleanly.
Audio Direction
Audio should reinforce asymmetry.
RTS audio:
- command confirmations;
- threat alerts;
- power failures;
- fabrication completion;
- drone deployment;
- shield warnings.
Pilot audio:
- engine strain;
- weapon identity;
- shield impact direction;
- lock warnings;
- repair and salvage beams;
- commander pings translated into spatial cues.
Shared audio events should create team awareness: bomber arrival, core breach, final wave, shield collapse, fabricator restored.
Networking And State Authority
Starbridge should be the first public-facing design target for Aetheria’s trusted co-op Verse authority. It is also the place where Implementation Signals become visible to players: typed state, ship equipment, cargo, docking, heat, commands, and shared simulation all need to agree under pressure.
Initial authority shape:
- RTS runtime authors base infrastructure, fabrication, drone/turret orders, wave state, and hostile tactical claims.
- Each pilot runtime authors its own responsive movement and immediate combat claims.
- Station stock, docked ship state, and loadout changes remain typed Verse state changes rather than client-local inventory edits.
- Thermal and repair support claims are only valid when the authoring pilot’s current ship has the relevant equipped gear.
- Verse policy documents define which runtime can author which subject and claim kind.
- Unsupported authority modes fail closed and visibly.
- Short-lived leases support close-range responsiveness without creating a hidden second authority surface.
This design should not require consensus machinery for the first release. The target is trusted co-op, 2-5 players, and explicit authority policy that can grow later.
First Release Scope
Must Have
- 2-5 player co-op;
- exactly one RTS player;
- 1-4 pilot players;
- one defend-the-base map;
- one session mode;
- scenario selection and completion unlocks;
- first scenario definition with starting base, stock, technologies, attacker mix, and loot table;
- Barracks V1 with limited command staff roster;
- active bridge staff selection for the commander;
- staff skills, stress, recovery, and after-action changes;
- five enemy archetypes;
- small RTS build set;
- one baseline combat ship kit;
- station docking, ship switching, and equipment exchange;
- thermal support gear and repair support gear;
- salvage economy;
- randomized post-wave technology recovery;
- wave bosses or command units that drop recovered technologies;
- pilot survival pods and ship-loss recovery;
- construction anchoring;
- target marking;
- drone/turret support;
- wave victory and base destruction defeat;
- run score and persistent score currency;
- diagnostics for active Verse policy and runtime identity.
Should Have
- wave preview through sensors;
- post-wave upgrade choices;
- meta-progression percentage boost investments;
- generated staff debriefs and relationship events;
- staff bonds, rivalries, refusals, and leave requests;
- episodic scenario metadata for faction mix and recovered technology pools;
- pilot down/respawn loop through launch bay;
- overclock, cooling, and vent interaction;
- drone leashing;
- saved bridge roster presets;
- difficulty presets;
- concise end-of-session score report.
Could Have
- expanded pilot ship variants;
- larger station stock progression;
- broader staff release pool;
- staff-linked command procedures;
- challenge modifiers;
- elite enemy variants;
- replayable daily seed;
- cosmetic base or ship skins.
Not For First Release
- MMO persistence;
- adversarial peer handling;
- witness quorum;
- broad procedural campaign;
- large tech trees;
- multiple factions;
- complex economy simulation;
- RimWorld-style Barracks walk-around simulation;
- animated staff portraits;
- unbounded account power creep;
- PvP.
Success Criteria
The first release succeeds if:
- new players understand the win condition immediately;
- the RTS player is meaningfully busy for the entire session;
- pilots always have something physical and useful to do;
- total ship loss is a resource and positioning setback, not a terminal player state;
- an undefended base can survive the first few waves;
- either a strong commander or strong pilots can carry the group into the middle of a run;
- completing a run requires commander preparation, pilot execution, support gear, and shared recovered technology choices;
- post-wave technology choices make runs diverge in readable ways;
- score currency makes every run feel productive without replacing teamwork;
- completing a scenario unlocks the next co-op episode;
- faction mixes alter enemy pressure and recovered technology loot tables;
- the team loses because of readable tactical failure, not confusion;
- communication clearly improves outcomes;
- the same battle feels different with different player behavior;
- the Verse authority model supports the fantasy without becoming visible friction.
Open Design Questions
- Should the RTS role be mandatory in public matchmaking, or can a simplified AI commander fill the chair for pilot-only testing?
- Should pilots have identical ships at first, or light role differences such as interceptor, bruiser, and support?
- How much tactical risk should pod recovery carry before it becomes too punishing for new crews?
- Should construction anchoring require holding position, completing a timing interaction, or surviving a short vulnerable channel?
- How much enemy wave control should the RTS runtime author directly versus derive from deterministic wave definitions?
- Which pieces of Starbridge meta-progression should map to licenses, certification, manufacturing reserve, or reset-loop memory?
- What is the first scenario sequence, and how many scenarios should ship before the live episode cadence begins?
- How much production provenance should station stock expose in the first release: item quality only, manufacturer identity, or full material history?
- Should boss technologies be framed as research patents, hostile subsystem recovery, salvage claims, or emergency field modifications?
- What in-fiction entity is attacking the base in the first release: pirates, autonomous war machines, alien probes, corporate raiders, or something more specific to the current Aetheria timeline?
One-Sentence Pitch
Aetheria: Starbridge is a 2-5 player asymmetric co-op defense game where one player commands a living space base from an RTS interface while the others fly ships in real time, surviving escalating attack waves through communication, construction, salvage, and shared Verse-authoritative state.