In a World…
An exploration of how the lore of Solar Purge came together.
When I joined Hitscan Games in September of 2018, Solar Purge had already been in development for several years, and had quite a lot in common with the game as it exists today. A team of mercenaries traveled to alien worlds, shooting up all the hostile wildlife that came their way. Their employer had ulterior motives (to crush Sol and destroy Humanity), and the player characters would come to realize this over the course of the game as they collected strange ancient artifacts after defeating bosses on each planet. Along the way they would be helped by a friendly scientist on a space station, which would act as a hub world between main story missions.
But if you looked at design documentation then versus now, that is where the similarities would end.
It’s best to start at the beginning though, so let’s examine the main game characters:
Player Characters:
NPCs
Character Name: Dr. Hadley
Species: Aesrenan
Date of Birth: September 07, 2189 (Human Age 53, Aesrenan equivalent 33)
Homeworld: Aesrena, Aesrena System
Hadu Li was born in the Imperial capital, but no other records of her parents or early childhood remain; these were likely purged to avoid embarrassment for her educational institutions due to her incredible performance. The family name of “Hadu” literally refers to her being “houseless,” without even the distinction of a Lowborn family name. She experienced a hardscrabble existence as a small child, but her mandatory mental faculty testing fast-tracked her into elite educational institutions under a series of byzantine grants and patronages for intelligent youth of “minor background.” During the final years of her education at The Glass Palace (the elite Imperial science academy) the Aesrenan Empire made official contact with Humanity (although they had been aware of the existence of Humans for nearly three decades before Li was born). Fascinated by this new alien species, she specialized in xenobiology in the hope of gaining an appointment to “the Human Periphery.”
By her 26th birthday (the Aesrenan age of majority) the Human-Aesrenan war was just getting underway, and only those with elite family connections could hope to travel to the Frontier as anything other than a foot soldier or enlisted naval personnel. Despite her expertise in Human physiology and genius intelligence, she had few prospects available. Discouraged, she began to take on undocumented freelance research work for various unscrupulous organizations, which finally allowed her to gain passage to the Periphery in 2220. She restyled herself as “Dr. Hadley” and immersed herself as best she could in Human culture, despite the difficulties of wartime.
Two years later the banks holding her massive unpaid debts were suddenly purchased by the Tulon Syndicate, and Hadley found herself working on R&D projects on various Tulon research vessels. In 2225 she was summoned directly to the private offices of Lord Draven, the Empire’s wealthiest private citizen and head of the Tulon Syndicate. In 2231 she was officially declared “lost” along with the rest of the crew of the three colony ships which vanished in the “anomaly” at the Gwynedd Jumpgate. Since arriving at the Nova Genesis system, she has been hard at work for the last twelve years cataloguing the flora and fauna of the system’s four planets, as well as working on a top-secret neural-link holo-simulation project she calls the Holochamber…
Character Name: Commander (Lord) Draven
Species: Kulûn
Date of Birth: November 11, 2070 (Human Age 172, Kulûn equivalent late 60s)
Homeworld: N/A
Like all Kulûn, Draven was born into a nomadic life aboard the living ships his species have used to travel the Milky Way Galaxy since time immemorial. Fascinated by the ancient myths of his people from an early age, he devoured tales of how the Kulûn Homestar Naulica was “closed away” (a common Kulûn aphorism for death) through treachery from those the Kulûn most trusted. Unsatisfied with a nomadic life, he committed one of the great taboos of his species and settled permanently. He chose the Hyades Cluster, the core of Aesrenan power.
There he developed a vast business empire, ultimately becoming the Empire’s wealthiest private citizen and purchasing a noble title directly from The Crown itself. His alien background would make him a social pariah, but his immense wealth mitigates these difficulties.
During his continuing study of ancient galactic history, he becomes convinced that the legendary betrayers of myth are in fact a real species which could well still be in existence. When Humanity is proven to exist in 2162 he becomes obsessed, eventually making contact two years later with a mysterious figure from (in its own words) “beyond the Veil.” During the early days of the Human-Aesrenan War, Draven establishes the Tulon Syndicate to conduct business operations in Human space and begins to make strategic acquisitions of planets and Megacorporations. Unbelievable amounts of currency begin to disappear into an above-top-secret project known only as “Erebus”…
Below is some of the internal documentation regarding the game universe:
These are just a small sample of the mountains of notes and lore documentation I’ve created for Solar Purge.
My initial explanation of the game’s tone was “The Expanse meets Guardians of the Galaxy.” This is a challenging tone to nail, but I think that my love of genre fiction allows me to keep my tongue slightly in cheek even while writing about star-crushing doomsday weapons and monsters from beyond the void.
Plenty has changed over the last several years of work on the game.
Originally, the Aesrena didn’t exist in the Solar Purge universe. The main reason I wanted to get this extra layer involved in the story is that the player characters all needed a good reason to not be in any hurry to get back to the Milky Way. If they jumped out to the Nova Genesis System with no way of ever returning home, then the game has lost some of its lighthearted charm; it’s pretty dark to get spaceship-wrecked across the Laniakea Supercluster with no hope of ever returning home.
The Assassin character was always intended to be an alien, but before I came on board this was intended to be a late-game reveal. By introducing an alien star empire from the get-go, this allows him to interface with the other player characters without being a constant mystery box; the player can get to know him as easily as any of the other characters. Additionally, Dr. Hadley was originally a human scientist. In fact, her old character design still appears on the Steam store page in the screenshots! But by making her into an alien, one deeply fascinated with and very fond of the “alien” Humans she’s met the players now have a sympathetic mentor character who can help to explain away some of the more fantastical sci-fi aspects of the story, due to her species’ highly advanced technology while at the same time the player characters remain on the back foot, very nearly overwhelmed by this hostile new corner of the universe.
The Draven character was originally human, as well. But since the idea of an Ancient Humanity that existed in the Nova Genesis System was already in place, I found the story to be slightly contradicting itself. If Draven was himself a human, then what was his motivation for wanting to purge Sol? Was he just crazy? Not an easy sell when he’s masterminded a trip across the universe. He could have been turned into an Aesrena, but again this would put a much darker spin on their attack on Human space. This led to the creation of a third party alien species, one that could be assigned a deep but secret hatred of Humans. And what better in could interdimensional demonic forces hope for than somebody bent on revenge? As the horrors of purged stars started to take shape as a gateway into another (horrible) dimension and story meetings started to focus on the history of how the Artifacts hidden in the Nova Genesis System came to be, I remembered the story of the Kulullû in Mesopotamian myth and Draven’s grudge basically wrote itself. Sometimes it’s easy (usually it involves countless hours of research)!
The concept of the Megacorporations and Humanity being governed by an interstellar stock exchange was an invention partially out of logical extrapolation of how our present day society might exist in its fledgling steps into space, but partially out of necessity. Early on after joining the team, we traveled to PAX South in San Antonio to promote the game. While there several of us noticed something strange: our weapon drop name system was completely random, but players were quickly assigning meaning to specific names they happened to see two of in a row or across the same play session. This gave me the idea that we could lean into natural human pattern recognition - if we added another field to the existing data table being used for name generation, we could separate weapons by manufacturer, and even give each type a different pool of available random perks (this quickly ballooned past one data table, but the idea was popular with the whole team)! So for example, weapons made by the Nazuna Group with only basic perks but available across all weapon types would appear powerful to new players or in the early-game, but would quickly become outclassed later on as higher level weapons became available. However, this required a unique backstory for each weapons manufacturer. Ultimately I think this was one of the most useful lore contributions I’ve made to the game, as these different companies appear over and over throughout the story, creating a real sense of place.
Overall I think that I’ve been able to punch up the narrative design of the game in a way that makes the progression of dramatic beats make a little more sense, while simultaneously giving players a lot to take in when they travel the space station hub level to soak up game lore. The best sci-fi universes feel already lived in, and I think the multiple layers of intrigue add that without bogging players down in lore if they’d rather jump to the next planet and keep on shooting!