Tag: Lore

It’s Finally Here! The Crew Journal Update for The Chaser’s Voyage (Version 0.6.0.06) is Now Live!

Thanks for waiting everyone! As the title says, the Crew Journal Update for The Chaser’s Voyage is FINALLY live! A lot of things delayed our work in real life, but we managed to hunker down and finish what I consider to be the biggest update to The Chaser’s Voyage since we first launched on Early Access.

 

The main screen of the Crew Journal, with the default entries unlocked. Will you unlock them all?

 

For those who haven’t heard about it yet, the Crew Journal is a collection of written in-universe lore that the crew uncovers and comments on while you play the game. There are over 300 entries in it, short ones for each planet, and a bunch of longer ones covering a wide range of topics: gameplay tips, galactic news of the war, species you encounter, and even silly junk mail. There’s a short novel’s worth of lore now in the game for players to unlock!  The Crew Journal is the players’ window into the larger story of The Chaser’s Voyage universe and we are so excited to finally be releasing it.

 

Ironically this is the first entry unlocked!

 

Alongside learning about the greater universe through your crew’s eyes, you will also learn more about your crew mates’ pasts! My favorite part of the journal is the crew’s comments at the end of each entry. The journal has gone through many edits (both writing and UI) and we hope you enjoy it! You can access the journal through the main menu, pause screen, and mid jump screen. It will even tell you if you have a new entry every time you jump, so you can take a breather in between encounters and read the latest that your crew has to say.

 

This button’s finally active?! It’s a miracle!

 

Alongside adding the Crew Journal we also changed how the crew’s voice lines are selected. They will now cycle randomly through all of the lines for an event at least once before repeating a line again! This should make for a more immersive and less repetitive experience. (Yes Tai, we’ve heard that war story already!) This update is the final planned lore update, so if you’re a fan of great character interactions, learning about the world(s) from the view of the underdog, or just engaging sci-fi space stories, then there’s never been a better time to get The Chaser’s Voyage! Especially since it’s now on sale via Steam’s Summer Sale for $10.19, 49% off! (There’s even a journal entry that will shed some light on our repeated use of 10/19, it’s got everything.)

 

And of course, no update would be complete without bug fixes and typos. We fixed a bunch of random ones as well as some huge ones in the Tutorial. Big shout out to our Discord for pointing out some nasty bugs, it means a lot to us!

 

The next major update on the list is our training mode, the Flight Simulator. It’s been a wonderful dev tool for us and hopefully shouldn’t prove too hard to finalize with some pretty UI elements. (Famous last game dev words.) Until next time, enjoy discovering the newly expanded galaxy of The Chaser’s Voyage! Safe Flying!

 

You can read the full patch notes here and can follow The Chaser’s Voyage and Bright at Midnight on Twitter! If you wish to play The Chaser’s Voyage, you can buy it while we’re in Early Access on Steam:

Guide to the Galaxy – The Grand Galactic War and Factions

War! The galaxy is in the midst of turmoil as the ceasefire between the Union of Galactic Systems and the Grand Xaltiam Empire comes to an end. Conflict is everywhere. There are heroes on both sides.

 

 

This week, I’d like to talk about a major piece of lore in The Chaser’s Voyage that will directly affect how you play and what clients you will choose, but first, here’s a little bit of backstory. Seven years before you take off on the Chaser to pay back your debt, the two galactic super powers signed a ceasefire that would have been the first step towards ending a centuries long war. Those factions are the Union of Galactic Systems, commonly referred to as the UGS, and the Grand Xaltiam Empire, or just the Empire. Along with this ceasefire came an unprecedented cooperation between the two sides as they aided each other in dealing with common issues, like the rise of piracy amongst the galaxy. Then, three years into the ceasefire, the Battle of Yeppa happened. It was the first major conflict between the UGS and the Empire since the ceasefire and though many attribute the conflict to a misunderstanding, it rattled any further talks of peace. By the time you’re ready to start your voyage, what was known as the Galactic Ceasefire had come to an end and war continued as normal, only this time, it was spilling into the borders of Sector 99.

Over the course of your adventure, you will feel the effects of the escalating conflict, such as finding some clients that will need your help on behalf of one of the factions or other clients who are trying desperately to escape them. Having an aligned client offers new challenges. While occasionally you might encounter a UGS or Imperial fleet, they normally will fly in the background and can even offer you a place to get some repairs should you need them. A fleet that detects one of their enemies aboard your ship however, will instead try to block you off, forcing you to make an exciting dash through the fleet as you evade laser fire, avoid crashing into the massive battleships, and contend with the fighters they’ve sent out to slow you down. Needless to say, they provide a challenge that can end your adventure very quickly.

 

 

But that’s not all, individual battleships can also be sent on solo missions to pursue you. In these scenarios, the battleship will be free to use their ultimate weapon, the particle disruptor cannon. You’re not likely to survive a hit from one of their blasts, but luckily, they emit a targeting beam that can be picked up by your sensors. You can use this while you learn to pick up on the cues to avoid these devastating attacks. Of course, space isn’t always accommodating to your sensors and a surprise hail or radiation storm can remove this as one of your options. What’s key is that you move outside their firing range, which should be easy with the Chaser’s engines at their maximum level. I say should be, because these battleships will also be sending fighters to try and slow you down. You’ll be in trouble if they catch you in difficult to maneuver in terrain, such as asteroid fields.

 

While there are other challenges that come with picking up an aligned client, there are some benefits too. In addition to acquiring a new enemy for a trip, you also acquire new friends. While enemy fleets will try to impede your path, friendly fleets will still offer you repairs, only this time they’ll do it for free. So you better take advantage of their generosity as much as possible, since it can be a huge money saver.

 

As the days progress, you’ll start encountering battles between the Empire and UGS, whether you’re aligned with either of them or not. These scenarios can be chaotic as you’re surrounded by fighters battling it out and battleships constantly firing and blowing up. It will take nerves of steel to weave you’re way through the conflict safely and if you happen to have a client who is an enemy to one of the factions, you will also be targeted. Luckily, if that same client is also an ally to the other side, you can call for aid and they’ll send some escorts to protect you.

 

 

Something else to keep in mind regarding the factions are the territories you’ll be jumping through. Sector 99 is known as a contested sector, meaning it’s a part of space that is being fought over by both sides. Due to different policies laid out by each faction, different territories have different odds of encountering certain challenges and obstacles. For instance, the UGS has more of a free trade policy, which is great for merchants, but also allows pirates to thrive. Meanwhile, the Empire has more restricted routes, meaning you’ll be less likely to encounter any hard to navigate terrain. Instead, you’ll find more minefields, which is how the Empire controls their trade routes. Also, due to a deal with the Bounty Hunter’s Guild, bounty hunters are more free to operate in Imperial space as opposed to in UGS space, where bounty hunting is outlawed. You also won’t find any fleets roaming around in their enemy’s territories. That means no imperial fleets in UGS territory and visa versa, though you can still find yourself being pursued by a single battleship. You also won’t be able to land at any space ports in imperial territory while transporting enemies of the Empire and the same goes for the UGS.

 

In addition to the Imperial and UGS territories, there are two others. The first is the neutral territory belonging to people who aren’t controlled by either side. These territories have either made arrangements to stay out of the conflict with the UGS and Empire or are being actively fought over. It may seem safer, but in reality, it’s a wild card. The second remaining territory belongs to the hidden third enemy of the galaxy: the pirates!

Some places in the sector are so hostile, that neither the UGS nor the Empire have or even want to conquer them. They are often havens for outlaws, due to the high amount of asteroid fields, uncharted stars, strange stellar weather phenomenons, and more. Pirate territory offers reduced chances of encounters with either faction, but (obviously) has more pirates and bounty hunters to shake off. Not to mention, less safe havens for repairs like space ports and merchant fleets, though they are still possible to find, if you’re lucky.

 

Ultimately, a lot of your major decision making will be happening when you choose a client. While money and time is certainly a factor, not paying attention to each client’s backstory or what territories they’ll have you traveling through is a certain way to have your voyage end prematurely. So remember, fly smart and fly safe.

 

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Guide to the Galaxy – The People of Sector 99

Last week, we talked about the planets of the sector you’ll be traversing during your time playing The Chaser’s Voyage. This week, I’ll be showing off the different denizens of the sector that will make up your potential clients. One of the best parts of making a sci-fi/fantasy setting is creating all sorts of fun and interesting new sapient species, so we were really excited to not only show off some alien creatures, but also to write some history for them. Like most of our art, we gave our artist a lot of freedom when it came to the designs, only offering our input to make some refinements (adjustments that fit better into the larger lore we had in mind) or just some designs we really wanted to have in. From there, we wrote backstories to fit the designs, doing our best to avoid any typical alien tropes that one might see in a lot of sci-fi settings. We particularly wanted to avoid any kind of histories that would imply that everyone of a particular species shared a belief, mindset, or personality type.

 

Humans

 

 

Of course, humans exist and are quite common. We even have all our your crew mate characters be human. We did this because while encountering and befriending aliens is fun, we wanted to ensure that the vast diversity of humans was also represented in our game (and even then we were unfortunately limited since we only have four crew mates). In a lot of sci-fi/sci-fantasy stories I’ve encountered, humans are always very common either through massive colonization, a focus on places like Earth, or their commonness was not really explored at all. We wanted to explain this commonality in a different way. When thinking of the human backstory, I was inspired by an episode of Power Rangers (of all things) where they hand waved extra-terrestrial  humans by simply saying “humans exist elsewhere too.” As far as I know, that was never explained in the context of the series, but I liked the idea. So, we decided that humans would be a kind of galactic mystery, where despite what evolutionary science might say, humans came about independently on vastly different planets, all over the galaxy, thus explaining how common they are.

 

As for the other species, well, I don’t want to spoil too much since you’ll be able to find out more about them in the crew journal, once we implement it. So, I’ll give you just a little preview of them here.

 

Chlik

 

 

The chlik are an imp-like people from the swampy planet of Yazou. Thousands of years ago they colonized planets that would would later be collectively known as the Deadworlds.

 

Faeian

 

The faeians are elf-like humanoids from the forest planet, Tethalon. One of the insignias that you can equip in the game, The Angel of the Radiant Moon, is actually tied directly to faeian culture as part of their most common religion.

 

Fear-Eaters

 

These goblin-like creatures were part of the warrior caste in the religious theocracy on the planet Temekko. Since the fall of that theocracy, fear-eaters are way more common throughout the sector.

 

Gnathus

 

The gnathus are a fish like species, though they’re more like amphibians, living both on land and underwater. When it came to making different varieties of gnathus we wanted a mix of colors reminiscent to real world fish, with some being explicitly more tropical and others being more arctic. They originated on the icy world of Balitore, though because of their advanced colonization methods, their coloration changed to adapt to new environments.

 

Gryphinian

Gryphinians are avian people from the mountain world of Ai’lika. Like gnathus, we wanted the variety of colors for this species to resemble the birds we have on earth.

 

Ka’koi

 

The ka’koi are a lizard-like species from the industrial world of Agasta. They’re kind of our example of how a species could be designed in such a way to fit a character archetype, but you could still easily apply those traits to fit different kinds of characters. Ka’koi’s eyes, for example, are described as being perfect for hunting, but we say in-game that characterizing them as bounty hunters and warriors is a stereotype and that plenty of ka’koi have gone on to use their innate abilities for medical work, racing, and farming, among other pursuits.

 

Kingii

 

Our other lizard inspired species, the kingii, is the first species on this list to not originate within Sector 99 (besides humans). They are from Klik-Sss in Sector 22.

 

Maloodans

 

The mysterious maloodans are from the wasteland world known as Dusta. This species was an interesting challenge to write for because they were designed with a mask, but since you could encounter so many of them I had to come up with a reason for why they would all wear masks. What I came up with is that it’s a breathing apparatus featuring some of their cultural designs. Had we more opportunities to explore other maloodan characters, I think it would have been neat to have more variety in their masks. Oh well, there’s always the sequel.

 

Mayvian

 

The mayvians are spider people that are the descendants of those who survived a major cataclysm that happened on their home world of Old Serata. I wanted to take this opportunity to show that in this galaxy, those big origin myths that might be the backstory for an entire saga can just be fun information to anyone else.

 

Nygothan

 

 

The nygothans are another species from outside the sector, like the kingii. Their people’s history is seeped in some of our deep lore, so instead I’ll share some of the thoughts we had developing them. While the other species were designed to be gender neutral in their presentation, the nygothan design we chose was more feminine. So, we used it as kind of an opportunity to riff on the, frankly, annoying trope of the all female alien species. They only look all female due to our biases in our perspective. Their species just has very different, culturally contextualized, ways of presenting gender (kinda like us humans do.)

 

Paju

 

The poor paju come from the forest world Quitos, but mass colonization eventually forced them to all migrate off world. Their sad backstory was directly inspired by those sad little eyes.

 

Sin-Eater

 

Sin-eaters were the lowest caste on Temekko and used their special ability to make people forget specific memories. Then, they would have to atone for those sins themselves. Luckily, most sin-eaters live less traumatic lives now.

 

Todean

 

While I’m not entirely sure, I think I was inspired by some of the jokes in Portal 2 when making the backstory for the mantis-like Todean people. They have strong cultural ties to genetic modifications. I think I want it to be ambiguous whether or not the mantis form is how this species naturally looked before they adopted genetic mutations, because that’s much funnier.

 

Xanapor

 

 

Finally, there’s the xanapor. When we saw this design, we loved how weird it was. In fact, I think we specifically wanted something really out there. So naturally, we had come up with a backstory just as weird and mysterious as they are.

 

 

These are the species of people you can find as clients, but throughout our crew journal we mention several more species. Usually they are just from outside the sector. All of the art featured here was done by our client artist Santi Leigh Biondolillo.

 

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Meet Your Crew: Edwin Drage – Your Reluctant Shield Operator

“So after a rough couple of months, I finally found an assistant. His name is Edwin. He runs this farm here on Azedo. Okay, he’s less of an assistant and more of a guy letting me use his spare barn and giving me some food and shelter. In exchange, I promised to help him with some of the machinery around here. He even said anything unfixable I can just have. He’s pretty nice, but he just seems so lonely out here. Told me he used to have a family and a friend, but the family passed away I think, and the friend left on some adventure.” – Wolfe’s Logs, Entry #256

 

In the story of The Chaser’s Voyage, Edwin Drage is your childhood friend who grew up besides you on your remote home planet, Azedo. A simple farmer who has never left his own little world, both figuratively and literally. Everything changed when you reappeared after surviving a deadly pirate attack and being stranded on a desert planet. He helps you recover and witnesses you getting your ultimatum to deliver one million units to Lady Styx in one hundred days. It’s because of Edwin that you meet Wolfe, who appoints you as the pilot and captain of her ship, the Chaser. When it comes time to take off on your voyage, Edwin is quickly appointed the Chaser’s shield system’s operator, despite the fact that he has never wanted to go to space, and reluctantly becomes your fourth and final crew member.

 

Edwin is best characterized by his constant worry and inexperience. He seems to be the only one on your crew concerned that any moment could be your last as you weave through dangerous asteroid fields and shake off pirate pursuers. This deep concern for everyone’s safety, particularly his own and yours, makes him the perfect person to operate your shield systems. He will always be the first to remind you that you can never put enough power into your shields to absorb the damage you take during the course of your journey. Edwin is also a fish-out-of-water who knows barely anything about the larger galaxy. For players starting up their first voyage, you too might have a lot of the same questions regarding the UGS, the Empire, the war, the ceasefire, the bounty hunter’s guild, the pirate lords, and other galactic topics. Luckily, your crew, through various conversations and your ever expanding crew journal, is more than happy to explain everything to him.

 

Despite his, sometimes, overwhelming anxiety, you’ll learn that Edwin is more than just a simple farmer who has no place amongst the stars. Edwin is very attentive to his job (often stressing out about whether or not he’s doing good enough), he displays an actual concern for the clients you pick up, he’s your crew’s best chef, and, at times, you might even see his worry slip away as he takes in the amazement of going off on a real adventure.

 

Edwin’s real defining trait though is his undying loyalty, which you’ll see grow and evolve as your voyage becomes more and more like the nightmareish experience Edwin always thought it was going to be.

 

Edwin’s design remained fairly consistent throughout most of our development. Character designer and concept artist, Nate Donahue, at first presented a design of a more lanky male character in a jumpsuit to be the “childhood friend who hates space travel” type character. Eventually, Azedo was fleshed out more to become a kind of small, farming planet and Edwin became a farmer. We didn’t want to change his design to be something more “farmer-esque” and so we decided that his farm was mostly automated by robots that he would be in charge of repairing and maintaining. In reality, the most change we made to Edwin was his jump suit color, which was originally tan. We decided it should be blue to match the color motifs for shields, making it easier to remember his role.

 

One element we were excited to keep was his purple eyes, which in the universe of The Chaser’s Voyage, has a special significance. We’re not going to say what that significance is yet, so you’ll have to keep following us to find out. When it came time to get the final art down, Zachary Noah (Link is NSFW and 18+ ONLY) thought it would be good to add something small, like a necklace.

Personality wise, Edwin was always meant to be the most inexperienced of the crew, with an absolute fear of anything space travel related. This led to a lot of good opportunities for him to play off the personalities of the others. Since your character doesn’t talk, Edwin was also perfect for serving as a point of view proxy, asking any questions the player might have about the universe they were now in. Edwin’s voice is provided by our lead programmer and other Bright at Midnight Game Designer, Cameron S. Chapman.

 

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Meet Your Crew: Nila Bhattacharya – The Imperial Outcast Turned Auxiliary Systems Operator

“By 4-1521, Emperor Basal agreed to permit any world that wished to be free of Imperial control to peacefully secede. While Basal did this to prevent a civil war, it also gave way to a period of decline, where the Empire’s influence would rapidly shrivel. During this time, the sense of Imperial patriotism possessed by loyalists morphed from enthusiastic to zealous, with those not conforming often facing shunning or exile.” – Excerpt from “History of the Grand Xaltiam Empire, Chapter XXIII”

 

The next crew member we’re showcasing is arguably one of the most important: auxiliary systems operator, Nila Bhattacharya. Described to you at first as a former Imperial science officer by Wolfe, Nila’s responsibilities involve managing a plethora of sub-systems meant to keep the Chaser up and running. In the background, she acts as your crew’s navigator, plotting out each jump point as you go from planet to planet. To you, the captain, her more important roles will be managing your repair drones, life support, and communication systems. She takes her job very seriously and is always ready to support the crew.

 

Nila is a serious, by-the-books type of operator. While your other crew mates might be described as more instinctive and impulsive, Nila’s approach to obstacles is more procedural and analytical. She’s the type of person who will use the Chaser’s onboard instruments to scan a ship to determine if it’s a pirate or bounty hunter’s ship, rather than eyeball it like your other crew mates. This attitude sometimes causes Nila to miss the obvious, but you’ll find her just as reliable as the next person. She’s always letting you know when communications are possible to request repairs from nearby space ports and fleets or even when you need to call for aid in the middle of a large battle. You’ll also find that Nila is the most formal of your crew. She respects your rank of captain enough to solely refer to you as Captain. She’ll write reports on her analysis of the Chaser for you (even though it’s highly unnecessary), she’ll often provide you with information on how to handle a situation, and she’ll otherwise be the voice of reason amongst your ragtag crew.

 

Despite all that, Nila can be described as “odd” and as someone who never quite “fit in”. As you travel on your voyage and learn more about the galaxy, you’ll also learn about Nila’s past: serving the Xaltiam Empire as a sage (the Empire’s term for science and engineering related military positions), how she protested against the war by resigning and how that forced her to leave her home and venture out into Sector 99 where she would eventually end up on the Chaser. You’ll learn that despite her somewhat sterile attitude, she is someone who clearly cares about the ideals she thought the so-called “Empire of Peace” was built on and why, despite everything, she still considers herself a loyal Imperial citizen (even if she sometimes has to carry out missions against the Empire as part of her job.)

 

Nila was designed by our concept artist, Nate Donahue, and the final art was done by our character artist Zachary Noah. (Link is NSFW and 18+ ONLY). Personality wise, she was intended to be the Spock to your Kirk, and a foil to your other crew mates. With characters like Tai, who was always eager for a fight, and Wolfe, who wore her emotions on her sleeve, having a character like Nila balance them out made for some fun character interactions. Her backstory also allowed us to give some perspective on the Empire, which we imagined players would have some biases against as soon as they heard the word “empire.” Her backstory and personality really acted as a springboard for this whole imperial culture that we aimed to make as different from the more “federation” type of government the UGS was shaping up into becoming. Character design wise, she went through several hair styles until we decided to settle on something that seemed more practical than wild. The glasses also helped make her face stand out amongst the other crew mates. Her color scheme was finalized to be based on the color choices we had already made regarding the Xaltiam Empire, with the emblem on her jacket being added after the “Imperial Shadow Legion” insignia was designed. Her coat was imagined as some kind of casual wear but reminiscent of a lab coat, to reflect her background as a scientist and engineer.

 

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Meet Your Crew: Wolfe – The Creator of the Chaser

“I’ve been seeing reports of a ship of an unknown class making trouble for everyone in the 99th Sector. I may not have proof, but I’ve seen enough of your handiwork to recognize it when I see it.” – Wolfe’s Mom.

 

Our next crew member highlight is focused on the chief engineer of the Chaser, the young and brash Wolfe. When you first meet her, your friend Edwin warns you that she is a bit “much”. She isn’t impressed by you, but figures you’ll do as a pilot. Which is good because she and her ship are the only way you’ll be able to make your one million units in time to pay back Pirate Lady Styx. While you’re taking the role of captain of her ship, she’ll be in the back, monitoring and updating you on changes to the engine and space jump systems.

 

As you are on your voyage, you’ll learn that she is very proud and protective of the Chaser, which she sometimes calls her baby. To her, ship building is as much as an art as painting or making video games are. Don’t be surprised when she criticizes the craftsmanship of pursing pirates or bounty hunters before actually warning anyone that you are being pursued by said pirates or bounty hunter. Her attachment to her ship means she gets very annoyed when you damage it, so do try and be careful. Wolfe’s demeanor often comes across as overly critical and bratty, but over time you’ll find that this attitude comes from her principles and youthful confidence in her abilities (even if it takes her a few tries to get things right). You’ll also find that she has a deep respect for her crew mates, which she expresses in her own way. To her, Edwin is a loyal friend, Tai is someone who shares her passion for mechanical things, and Nila is a reliable ally who Wolfe can always count on for sage advice (even if she doesn’t want to hear it).

 

Wolfe’s origin however is shrouded in mystery. Throughout your travels you will unlock “Wolfe’s Logs”, a series of writings from Wolfe’s adventurous life before the start of the game, detailing her inner thoughts as a teenage runaway and the tribulations she endured while trying to build the Chaser. You’ll learn how she first met Tai, Nila, and Edwin and to just what extent the Chaser is a ship that pull off miracles.

 

Wolfe, like the other main characters, was designed by Nate Donahue, with the final art in the game being done by Zachary Noah (Link is NSFW and 18+ ONLY). She was always envisioned as having a young skater/artist vibe but Zachary had the brilliant idea of adding in some mechanic’s elements, such as her thick gloves. Because the Chaser is her ship, her color palette was also how we decided on the default colors of the Chaser. Don’t worry if black, orange, and yellow aren’t your style, the Chaser’s colors are customizable! Her voice is provided by the amazing Alex D. Smith.

 

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Meet Your Crew: Tai – Blowing Stuff Up is His Specialty

“Can’t confirm anything yet, but select hunters are being told that an escape craft was missing from the Tyrant’s Demise after the battle, maybe meaning that not everybody who survived the battle was questioned by the UGS. Officially, there is no bounty for this person. Unofficially, someone high up in the UGS is offering money for proof of this missing crew member’s silence. I think it’s clear to say that someone wants the truth about what happened at Yeppa to stay hidden. ”  – Miguel Dins, Commander of the Stars of Freedom Rangers

 

In our first crew member highlight, we’re talking about the Chaser’s weapons system’s operator, Tai Chew. When he is first introduced in the opening cutscene, he is described by Wolfe as an ex-UGS who has experience working on UGS ships the size of the Chaser and bigger. Through the course of your voyage, you’ll also learn that Tai has plenty of war stories from his time serving in the UGS military, isn’t afraid to share those stories, and is always itching for a fight.

 

Whether you’re fighting bounty hunters or pirates, he’ll always be more than happy to return fire and take them down. Even when up against the Empire, or his old allies, the UGS, he’ll take his job as one of the ship’s main methods of defense very seriously. At first, this could come off as him being a trigger-happy soldier always eager to blow something up. As you learn more about him though, you’ll find that his gung ho attitude comes from a fierce loyalty to his friends. He acts as a mentor to Edwin, an friendly/annoying older brother to Wolfe, and a respected colleague to Nila, who years before the start of the story, would have been his enemy.

 

Where does Tai’s loyalty come from? As you dive deeper into the lore of the The Chaser’s Voyage universe via the Crew Journal, you’ll learn more about his past, detailing his enlistment and life as a member of the UGS. Particularly his time serving as a member of an elite group of UGS Pirate Hunters onboard the UGS battleship “Tyrant’s Demise”. In fact, you’ll even be able to read about some of his greatest exploits, such as the Battle of Hydriis. You’ll also learn that Sector 99, the sector of the galaxy where your adventure takes place in, was where Tai mainly operated. You might casually hear him mention planets he’s been to before.

 

Dig further into Tai’s past and you’ll learn more about his involvement with the Battle of Yeppa, a devastating conflict that ended the Galactic Ceasefire and restarted the war between the UGS and the Empire, as well as why Tai is no longer fighting on the front lines for the UGS.

 

Like all of the main characters, Tai was designed by Nate Donahue with the final art in the game being done by Zachary Noah (Link is NSFW and 18+ ONLY). Throughout his design process, his distinctive spiky white hair, eyepatch, and robotic prosthetic arm were a constant (although his arm went through several iterations). He is voiced by the talented Shaun Richardson.

 

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