The developer confirms three things about the story: the campaign is finished, it has multiple endings, and it "put the player in front of a tough choice more than once." The choice is political rather than good-versus-evil — the store copy commits to decisions that shape Earth's political landscape, and to trading with rival Earth factions. What no official source provides is a list of the endings, a count of them, or a branch map. We are not going to invent those.
- Campaign
- Complete at 1.0Finished story, not episodic
- Endings
- MultipleCount not published
- Nature of choice
- PoliticalEarth's landscape shifts
- Named project
- AuroraConfirmed in the mission log
- Your employer
- CRUST Corp.Also runs CRUST Solutions
- Endgame stakes
- Asteroid, then shipBoth need reputation
What the developer actually confirms
Everything below is first-party, quoted rather than interpreted.
| Claim | Official wording | Source |
|---|---|---|
| The story is complete | “A complete story with multiple endings and thought-provoking questions for reflection and discussion, which put the player in front of a tough choice more than once.” | 1.0 announcement |
| Choices shape Earth | “Engage in resource exchange with Earth through contracts, where your decisions have the power to shape their political landscape.” | Store copy |
| You can play the field | “Choose a faction to support or navigate the field strategically for maximum profit.” | Store copy |
| Rival factions exist | “trade with rival Earth factions” | Store copy |
| Reputation gates help | “How many Organizations will help with building the laser cannon and the interstellar ship, and to what extent, now depends on reputation.” | 1.0 announcement |
| Choices keep paying out late | “New interplanetary contracts added for the moons of the distant planets of the Solar System.” | 1.0 announcement |
One line in that table does more work than the rest. The “navigate the field strategically for maximum profit” phrasing is the developer telling you the faction system is an economic layer, not a morality meter. If you are the kind of player who resents being forced to pick a side, the official text says you have a third option — and that it is the profitable one.
The Aurora Project: officially named, community-detailed
The Aurora Project is the clearest named story thread in the game, and it is confirmed twice by first-party material:
That is where first-party material stops. The internal structure of the Aurora project — that it splits into two branches, and who is behind each — is documented only by the community wiki, which tags the page to build 1.0.6.1. Our checked build is 1.0.12, so there is a version gap and the page should be read with that in mind.
Factions: one official name, nineteen community ones
This is the area where guide sites quietly mislead you, so here is the split in plain numbers.
We searched the developer’s entire published text — the store copy plus all official announcements — for organisation names. Results:
| Name | Hits in official developer text | Status |
|---|---|---|
| CRUST / CRUST Corp. / CRUST Solutions | 7 | ✅ Official |
| Rival Earth factions (as a concept) | 8 mentions of “faction” | ✅ Official |
| Every other named organisation | 0 | ⚠️ Community only |
The community wiki lists twenty organisations as entries in the game’s economy panel. Not one of them other than CRUST appears in developer text. That does not mean they are wrong — an economy panel can contain twenty counterparties nobody bothered to put in a patch note. It does mean we will not present them as confirmed, and you should be suspicious of any site that lists them without qualification.
How to approach the choices without spoiling them
We are not going to publish endings. But three pieces of officially confirmed information let you make the decisions well anyway:
1. Ask what each choice does to reputation, not to a morality score. The 1.0 announcement ties two concrete endgame outcomes to reputation — the size of your hiring pool, and how much help you get building the laser cannon and the interstellar ship. A choice that costs you reputation costs you endgame capacity.
2. Delivery timing is part of the outcome. The one community table we looked at frames its rewards as a range set by your slowest versus fastest delivery time. Even discounting the exact figures, the framing is worth internalising: in this game a contract is judged on when it lands, not just whether it does. That is consistent with the endgame objective text, which is explicitly time-pressured.
3. The story does not pause for your factory. Several campaign threads — outposts, gas extraction, the Aurora project — are gated behind production capability, and meteorite and solar flare events keep arriving while you work. A stalled production line reads as a stalled story. The walkthrough page covers the quest names and the order the confirmed pieces imply.
What this page does not claim. No ending list, no ending count, no branch map, and no reproduction of community reward figures. The developer has published the nature of the campaign's choices but never the shape of its branching, and we do not fill that gap with guesses.
