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Call of Relics: Orbital Silence

Single-player exploration RPG on Roblox Version: 0.19.0 | Status: Active Development


Overview

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 World

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.


Lore: The Relics

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.


Lore: The Call

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."


Gameplay Philosophy

Exploration, Not Rush

  • 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 as Home

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.


Core Gameplay Loop

Orbit → Scan → Discover → Land → Explore → Return → Progress
  1. Start on the spaceship in orbit
  2. Scan the planet surface
  3. Discover available locations
  4. Choose where to land
  5. Explore a planetary location
  6. Return to orbit
  7. Learn more — or move to next planet

The game never forces discovery. It only enables it.


First Planet: Billy Rubin

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.


Narrative Structure

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.


Design Principles

  • 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

Documentation

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

Final Note

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.

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