The Explorer's Log

The Book of Light

In the beginning, there was one light.

Then came the Shattering.

Ten worlds, where there was one.

Iridia & the Shattering

The light before the worlds

Before the ten worlds, there was one: Iridia, the home world — a planet of whole, unbroken light, where color had no edges and nothing was yet locked away.

Then came the Shattering. Iridia broke, and as it broke its light refracted — white split into the spectrum — and the colored shards were flung across the galaxy, each cooling into a world with one color of home buried in its stone.

That is why light lives inside rock. Every world is a shard of Iridia, and every line you break frees a little of the home-light it has been holding.

“A figure carved over and over on the deep stones — a woman made of bands of light, arms thrown wide, scattering. Iridiana, the rainbow, they name her: the light of Iridia the moment it broke and ran. If the worlds are her shards, then so are we. Iris-born, every one.

— recovered lore shard

The Iris-born

Children of the scattered light

The explorers are pieces of that broken light — the Iris-born — drawn outward to gather the spectrum and carry it home. You are one of them.

  1. Somewhere out there, the light still drifts — lost.
  2. Your mission: gather it, and make it whole again.
  3. Your ship scans the dark, hunting for the light trapped inside the planets' stone.

The Worldpath

Ten shards, still uncharted

Ten worlds wait in the void, each a shard of Iridia with one color of home buried in its stone. Their names aren't written in this book — you chart them yourself.

  • 01 Uncharted
  • 02 Uncharted
  • 03 Uncharted
  • 04 Uncharted
  • 05 Uncharted
  • 06 Uncharted
  • 07 Uncharted
  • 08 Uncharted
  • 09 Uncharted
  • 10 Uncharted

Discover a world and a light bridge is laid to it — and the path remembers, so you can always fly back. Only the frontier stays dark.

Those you'll meet

The void isn't empty

Roy, the explorer's companion

Roy

Your companion

He rides along on the drive console, cheering every clear and groaning at every near-miss. Plucky, a little needy, and never, ever mean.

Glim

The drift-trader

A bright little magpie of a creature who hoards anything that catches the light, and runs a market that restocks by the day.

“Shiny things for shiny explorers — fresh stock daily!”

Vanth

The ship-broker

A gruff, fair salvager who pulls old hulls out of the dark and rebuilds them better than new. Terse. Reliable.

“Hull's a tool, friend. Pick the one that fits the job.”

Nyx

The void-dweller

A hooded figure who keeps to the deep and deals in rare prisms drawn from the dark. Never menacing. Never quite explained.

“The deep keeps the brightest things. Name your price.”

The tongue of the void

Words the explorers use

Prismlight
Refined light, freed from the ore. It charges your Prism Drive.
Chroma
Light crystallized hard enough to hold. The fabricator forges it into upgrades.
Prism ore
The solid light locked inside every world — the stone you break.
Prism Drive
The engine that jumps you from one world to the next once it's charged.
Surge Cannon
The ship's beam. Charge it full and it sweeps the console clear.
Opal Shards
The purest surviving pieces of the light — one waits on every world.
The Worldpath
The chain of light bridges linking every world you've charted.
Iris-born
The explorers themselves — children of the scattered light.

Gather the spectrum.
Find the way home.

Iridia is gone from every chart now — a myth told in the explorer's log. Though they say a fragment of it still drifts somewhere past the frontier, whole and waiting.

Coming soon