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Praxion-7

TBA/Virtual Dimensions

A drowned world you can never leave. Crash on it, jack into alien tech, and make your living cutting open salvage, fitting ships and undercutting rivals on a market players run. 390 islands are still unclaimed. Take one.

About this game

Praxion-7 is an ocean world with gravity like a life sentence. Four alien races came down anyway, two centuries apart, and built an archipelago of trade, salvage, and old grudges on top of the water. You arrive last and with nothing. Your pod goes down, a passing crew fishes you out, and someone bolts an implant to your skull so you can work their tech. The link is thin at first, and everything you become is built on it. A crew pulls you out of the water and puts you to work. You learn the trade on their errands: how to fit a ship, how to shoot back, what a market is telling you before it tells everyone else. You keep what you earn on the way, down to your first credits, your first ships and the first modules worth bolting on. By the end of the session you have a friend or two and at least one enemy, and you will hear from all of them. Caution: losing a ship means losing a ship, and its equipment. What was not destroyed will drop as loot. Fit a ship, then find out whether you were right. Modules snap into a ship's real interior space: weapons on hardpoints, thrusters at the rear, armor along the perimeter. You win real-time fights against players and NPC crews at the fitting screen as often as at the trigger. Take what the sky drops. The planet keeps pulling junk out of orbit. Cut it open as it surfaces, reprocess the raw material, and turn it into gear other players will pay for. Bounties buy the licenses that unlock the rare recipes. Sell it to the people who need it. Another player sets every price on the market. No vendor buys from you, and none will bail you out. Supply, war, and distance move the numbers, and the only way to collect is moving cargo through contested water. Push the implant further. Research widens your Control Relay Interface, the link between your skull and alien machinery. Each branch unlocks ships and modules, and pulls more out of everything you already sail. Bring people. Take ground. Sail as a fleet, build an enclave, ride the fast currents between regions, breach the beacons nobody has opened yet. 390 islands have no owner. Holding one means somebody else cannot. Praxion-7 is a sea-and-archipelago world whose gravity pulls so hard that any ship that lands can never leave. Islands string together through splitstreams, the fast currents a crew attunes its ship to for quick travel. Four alien races made that one-way landing over roughly two centuries, each chasing something of its own. The Kharum Directorate is a cold industrial trading house that wins by owning what everyone else needs. The Aurelion Synod is an instrument-priest who came to measure and understand these waters. The Kel'Thryx Assembly is a machine consensus, many drones that speak as one. The Veykr Clade are bio-synthetic engineers who specialize their engineering in "other ways". Around them live the lawless: The Free-Riding Collective under an elected Hetman, the destruction-obsessed Wreckers, and the zealots of The Forbidden Order. And you? You arrive as a human. A passing ship pulls you out of the water after your escape pod crashes, and one of the races fits you with a Control Relay Interface so you can control their tech. The link is weak, but you can work on that. Territory claiming is the next major system: fight over the map's unclaimed reaches and hold them. Closed playtest is ongoing now, and you can follow it up on Discord:

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