Single-player exploration RPG on Roblox Version: 0.19.0 | Status: Active Development
Call of Relics: Orbital Silence is a single-player exploration RPG focused on discovering the remnants of an ancient civilization across multiple planets.
You are not a conqueror. You are not a hero meant to save the galaxy.
You are an operator. A researcher. Someone who answers a signal that should no longer exist.
"You are not a hero. You are the one who answered The Call."
The game emphasizes:
- slow, deliberate exploration
- controlled access to locations
- atmosphere over action
- lore discovered through fragments, not exposition
The game takes place in open space, where the player travels between planets aboard the experimental spaceship "Ones Columbus" (Самотній Колумб).
Each planet:
- has its own atmosphere and gravity
- contains isolated surface locations
- emits mysterious encoded signals
The spaceship serves as:
- a mobile base
- a spawn point
- a progress save zone
- the narrative center of the game
Every planetary location is a fragment of something that existed before. What that was — is not immediately clear.
Long before the arrival of the player, multiple planets were visited by an advanced civilization that left behind their legacy.
They did not build cities in the traditional sense. They built passages, anchors, and stability points.
The civilization disappeared, leaving behind:
- fragmented space
- unstable coordinates
- systems that still function, but without explanation
These remains are known simply as Relics.
They do not tell a story directly. They only leave traces.
Some relic systems never fully shut down.
They emit faint, repeating signals — not messages, but requests for synchronization. A pattern. A pull.
This phenomenon is known as The Call.
The Call is not intentional. It does not ask for help. It does not promise reward.
It exists because the system was never completed.
The player does not choose to create meaning. The player chooses whether to respond.
"The signal does not speak. It only waits."
- Locations must be discovered via orbital scanning before they can be accessed
- Landing is deliberate and contextual
- The player must prepare before each transition
The spaceship is not just transport — it's the player's mobile home:
- PilotSeat — navigation, landing, launch
- Scanner — discover new locations on planet surface
- Locator — find new planets in space
- Personal Computer — inventory and knowledge base
Movement between locations is not instant travel. It is controlled descent into unknown territory.
Orbit → Scan → Discover → Land → Explore → Return → Progress
- Start on the spaceship in orbit
- Scan the planet surface
- Discover available locations
- Choose where to land
- Explore a planetary location
- Return to orbit
- Learn more — or move to next planet
The game never forces discovery. It only enables it.
The first destination of the expedition:
| Property | Value |
|---|---|
| Name | Billy Rubin (Біллі Рубін) |
| Type | Habitable (Super-Earth) |
| Atmosphere | Breathable |
| Gravity | 1.2g |
| Locations | 7 (Візитка, Садочок, Маяк, Кузня, Лабіринт, Обсерваторія, Колиска) |
A safe learning environment with minimal hazards.
The story is not delivered as a linear plot.
Instead, it unfolds through:
- environmental storytelling
- system logs
- relic interfaces
- subtle changes in system behavior
Some answers are never given directly. Interpretation is part of the experience.
- Less exposition, more implication
- Systems before spectacle
- Lore supports gameplay, not replaces it
- Mystery is preserved, not resolved too quickly
- Failure is part of exploration, not punishment
| Document | Description |
|---|---|
| GDD.md | Game Design Document |
| GLOSSARY.md | Terminology Glossary |
| SPACESHIP.md | Spaceship Systems |
| PLAYER.md | Player Character |
| PLANET_LOCATIONS.md | Location System |
| CHANGELOG.md | Version History |
Call of Relics: Orbital Silence is a game about listening.
Not to characters. Not to instructions.
But to what remains when history is gone, and only systems are left behind.
Some signals are not meant to be answered. Others exist because someone eventually will.