The first episode of the AI series for The Computational Universe: Arrival is now live!

Over the coming months, we’ll continue releasing new episodes while working hard on the game itself. Development is progressing steadily. While you wait for our first major gameplay reveal, you can start by following the series that shares the game’s name.

If you’ve watched Episode 1, you’ve probably noticed that it has a strong cinematic quality and a very consistent visual identity. The lighting in many scenes came very close to what I had envisioned. Compared with Seedance 2.0, Seedance 2.5 has made a major leap in cinematic quality—especially when it comes to precise prompt control. Characters now blend much more naturally into the lighting and environment instead of looking plasticky or detached from the scene.

That technical improvement has given The Computational Universe: Arrival a much more convincing blockbuster feel.

There is another question that I imagine many of you may have after watching Episode 1: does the moral ambiguity go too far?

First, you can relax a little on that front. Starting with Episode 2, the story becomes much less deliberately ambiguous. A large part of Episode 1 is designed to create suspense.

We are not trying to argue that first contact between interstellar civilizations must inevitably be cruel. That is not what this story is about. What you will see instead is the struggle inside every character.

When we were designing this story, one of the works we kept thinking about was Stellaris.

Stellaris can be incredibly serious—the perfect playground for the classic Paradox grand-strategy “war criminal” crowd—but it can also be very funny.

The Computational Universe: Arrival is also a serious story. But we are not here to sit in judgment over its characters. What interests us is the choices they make when confronted with one defining feature of Zhilue civilization: its obsession with interfering in less advanced civilizations.

When a civilization becomes an interstellar civilization—or even a computational civilization—how does it choose to use its power?

That is one of the central questions we want to explore.

Grand narratives, the deconstruction of grand narratives, the morality of Apollo and the morality of Dionysus—in the end, everything comes down to choice.

In the game, you will play as one of four Reformers and confront a civilization that is approaching faster-than-light travel.

In Episode 1, you encounter the Apdoce civilization. 97.4% of its people choose submission to Zhilue civilization.

But one revolutionary, Ulan, refuses to kneel.

He declares that the Apdocians will never be slaves.

We will return to Ulan’s story in Episode 2 and see much more of what happened. We will also begin exploring the origin story of our first Reformer: Raph the Protector.

Raph is a deeply contradictory character.

On one hand, he believes that he has a duty to bring morality and order to less advanced civilizations. On the other hand, he also believes that these civilizations are ignorant and incapable of understanding what is best for them.

That is his arrogance.

And eventually, that arrogance will bring him enormous pain.

But at the very beginning—before everything starts going terribly wrong—Raph is simply a gentle lawyer living on a remote Zhilue world called Planet Sentinel.

He hates violence.

He believes that justice exists within the law.

Another character who has a major presence in Episode 1 is Xom Nroa.

Xom is one of the four playable characters. Born into the powerful Nroa family, he has access to a great deal of low-level system authority that ordinary Zhilue citizens would never possess.

He runs an underground theater where he screens the various atrocities committed by Reformers—and then mocks them.

He especially enjoys mocking Raph.

Why?

Because, according to Xom, Raph is the one who believes most strongly in grand narratives.

Over time, you will see just how radically different Xom is from the other three playable characters. That contrast is one of the most distinctive parts of our design.

Grand narratives are not necessarily the problem.

The problem is when there is no one around to dismantle them.

If a grand narrative can survive being deconstructed, questioned, mocked, and challenged—could it become something more unique? Something more resilient? Something that more people might actually be willing to accept?

Of course, I know that many people today instinctively dislike grand narratives.

Which is exactly why I suspect Xom is going to become a very popular character.

Two of our four playable characters are women: Vasa the Harvester and Opna the Regressor.

You also get a brief glimpse of their methods of Reformation in Episode 1.

So across the four playable characters, you have four radically different philosophies.

There should be at least one that speaks to you.

So keep following both the game and the series. They each have their own distinct identity.

The game is a strategy-driven narrative card game, and we are actively developing it.

The series will continue to receive new episodes, giving you an early look at the characters, ideas, civilizations, and conflicts that define The Computational Universe: Arrival.

I’m genuinely happy that The Computational Universe is finally beginning to meet its audience and its players.

In many ways, this is the true beginning of The Computational Universe.

For me, The Computational Universe is a science-fiction IP that I intend to spend decades building and developing.

I only want to do this one thing well.

It is not merely a story.

It is a world.

And in the same way, The Computational Universe: Arrival is not merely a game.

It is the first doorway into The Computational Universe.

Through this game, you will begin discovering its worldview, its civilizations, and the stories within it—the stories that, I hope, will give you something to think about, and perhaps something to feel.

Author

Sci-fi Author