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'''This game provides examples of:'''

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'''This !!This game provides examples of:'''
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* AfterTheEnd: The most common fate for the other Gate-travelling races you'll learn about, who wandered the network for a time (leaving behind derelict ships and space stations) before succumbing to extinction.

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* AfterTheEnd: The most common fate for the other Gate-travelling races entire galaxy feels something like a post-apocalyptic environment, as you'll learn about, who wandered encounter the network for a time (leaving behind derelict ships remnants of countless extinct civilizations, both terrestrial and space stations) before succumbing to extinction.Gate-traveling.



* AscendToAHigherPlaneOfExistence: [[spoiler:The final fate of the Gatebuilders, one possible fate for extinct Gate-travelling races... and, possibly, one ending for the player's crew.]]

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* AscendToAHigherPlaneOfExistence: [[spoiler:The final fate of the Gatebuilders, one possible fate for extinct Gate-travelling races... and, possibly, one and the best possible ending for the player's crew.]]



* BenevolentPrecursors: The Gatebuilders made the Gate network not just for themselves, but for the civilizations that came after them. [[spoiler:If you can reach the Gate Nexus on their homeworld, their wraith-like descendents will help you fix it.]]

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* BenevolentPrecursors: The Gatebuilders made the Gate network not just for themselves, but for the civilizations that came after them. [[spoiler:If you can reach the Gate Nexus on their homeworld, their wraith-like descendents will try to help you fix it.]]



* FlingALightIntoTheFuture: A series of flinging. [[spoiler:In the end, you reach the Gate Nexus and learn the Gatebuilders originally created the Gate network to help civilizations after them explore the galaxy -- light number one. Then you learn that the network tends to fail over time, but other races in the past visited the Gate Nexus to reset the network for future travelers -- light number two. Now it's humanity's turn to fix the network themselves -- light number three!]]

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* FlingALightIntoTheFuture: A series of flinging.flingings. [[spoiler:In the end, you reach the Gate Nexus and learn the Gatebuilders originally created the Gate network to help civilizations after them explore the galaxy -- light number one. Then you learn that the network tends to fail over time, but other races in the past visited the Gate Nexus to reset the network for future travelers -- light number two. Now it's humanity's turn to fix the network themselves -- light number three!]]



* PortalNetwork: An interesting example. You can travel between the Chiron Gate (Earth) and another star system, though only once per system (as humanity doesn't fully understand how the Chiron Gate works and in fact the entire gate network is failing).

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* PortalNetwork: An interesting example. You can travel between the Chiron Gate (Earth) and another star system, though only once per system (as system, as humanity doesn't fully understand how the Chiron Gate works and in fact the entire gate network is failing).failing.

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* AbsoluteXenophobe: Occasionally, the remnant space stations you'll discover ''aren't'' derelict... and they have absolutely no wish to see intruders like you messing around in ''their'' star system.

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* AbsoluteXenophobe: Occasionally, the remnant ships or space stations you'll discover ''aren't'' derelict... and they have absolutely no wish to see intruders like you messing around in ''their'' star system.



* AlienInvasion: Some planet-level extinctions you'll discover can be the result of hostile Gate travellers.

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* AlienInvasion: Some planet-level extinctions you'll discover can be the result of hostile Gate travellers.travelers.



* BottomlessFuelTanks: Averted. In the larger star systems, you'll need to keep an eye on how much fuel you're using to travel between (and land on) planets.



* DerelictGraveyard: Over a given run, you'll encounter remnants from at least half a dozen races that traversed the Gate network before you. Most of these races will be long extinct. And even the few who remain extant will have abandoned ships and bases on planets they no longer care about.

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* CutscenePowerToTheMax: If you get driven out of a star system by a xenophobic active ship/station [[spoiler:or survive the Gate Nexus finale without wrecking your ship]], you don't use any fuel getting to the gate.
* DerelictGraveyard: Over a given run, you'll encounter remnants from at least half a dozen races that traversed the Gate network before you. Most of these races will be long extinct. And extinct, and even the few who remain extant will have left abandoned ships and bases on planets they no longer care about.



** Your first few expeditions will be blind to some degree, as you need upgrades to know if a star system will have hazards, organic life, extinct natives, or remnants from other Gate travellers.

to:

** Your first few expeditions will be blind to some degree, as you need upgrades to know if a star system will have hazards, organic life, extinct natives, or remnants from other Gate travellers.travelers.



* FlingALightIntoTheFuture: A series of flinging. [[spoiler:In the end, you reach the Gate Nexus and learn the Gatebuilders originally created the Gate network to help civilizations after them explore the galaxy -- light number one. Then you learn that the network tends to fail over time, but other races in the past visited the Gate Nexus to reset the network for future travellers -- light number two. Now it's humanity's turn to fix the network themselves -- light number three!]]

to:

* FlingALightIntoTheFuture: A series of flinging. [[spoiler:In the end, you reach the Gate Nexus and learn the Gatebuilders originally created the Gate network to help civilizations after them explore the galaxy -- light number one. Then you learn that the network tends to fail over time, but other races in the past visited the Gate Nexus to reset the network for future travellers travelers -- light number two. Now it's humanity's turn to fix the network themselves -- light number three!]]



* MechanicalLifeforms: It's possible for Gate-travelling races and even the Gatebuilders to be generated as robotic. And they can also be generated with histories that involve [[TurnedAgainstTheirMasters overthrowing their organic creators]], [[BrainUploading uploading their minds en masse from their original organic bodies]], or [[RobotWar warring with other Gate travellers]].

to:

* MechanicalLifeforms: It's possible for Gate-travelling races and even the Gatebuilders to be generated as robotic. And they can also be generated with histories that involve [[TurnedAgainstTheirMasters overthrowing their organic creators]], [[BrainUploading uploading their minds en masse from their original organic bodies]], or [[RobotWar warring with other Gate travellers]].travelers]].



* PortalNetwork: An interesting example. You can go back and forth between the Chiron Gate (Earth) and another star system (though only once per system). However, it is unclear whether you (or anyone) could ever use another system's Gate to go to yet a third system.

to:

* PortalNetwork: An interesting example. You can go back and forth travel between the Chiron Gate (Earth) and another star system (though system, though only once per system). However, it is unclear whether you (or anyone) could ever use another system's system (as humanity doesn't fully understand how the Chiron Gate to go to yet a third system.works and in fact the entire gate network is failing).
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* PortalNetwork: An interesting example. You can go back and forth between the Chiron Gate (Earth) and another star system, but it is unclear whether you (or anyone) could ever use another system's Gate to go to yet a third system.

to:

* PortalNetwork: An interesting example. You can go back and forth between the Chiron Gate (Earth) and another star system, but system (though only once per system). However, it is unclear whether you (or anyone) could ever use another system's Gate to go to yet a third system.
Is there an issue? Send a MessageReason:
None


* AfterTheEnd: The most common fate for the other Gate-travelling races you'll learn about, who wandered the network for a time (leaving behind derelict ships and space stations) before going extinction.

to:

* AfterTheEnd: The most common fate for the other Gate-travelling races you'll learn about, who wandered the network for a time (leaving behind derelict ships and space stations) before going succumbing to extinction.
Is there an issue? Send a MessageReason:
None


* MechanicalLifeforms: It's possible for Gate-travelling races and even the Gatebuilders to be generated as robotic. And they can also be generated with histories that involve [[TurnedAgainstTheirMasters overthrowing their organic creators]] or [[RobotWar warring with other Gate travellers]].

to:

* MechanicalLifeforms: It's possible for Gate-travelling races and even the Gatebuilders to be generated as robotic. And they can also be generated with histories that involve [[TurnedAgainstTheirMasters overthrowing their organic creators]] creators]], [[BrainUploading uploading their minds en masse from their original organic bodies]], or [[RobotWar warring with other Gate travellers]].
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* PlanetLooters: One category of Gate-travelling race.

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* PlanetLooters: One category of Gate-travelling race.races.
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* BenevolentAI: Occasionally, a derelict ship or base will have an AI that is still functional... and it might even be ''polite'' to you.

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* BenevolentAI: Occasionally, a A derelict ship or base will might have an AI that is still functional... and it might even be ''polite'' to you.
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Added DiffLines:

''Beyond The Chiron Gate'' is a text-based {{roguelike}} game created by [[https://www.johnayliff.com/ John Ayliff]], his follow-up game after ''VideoGame/{{Seedship}}''.

In the mid-23rd century, humanity discovered the Chiron Gate in the solar system, the key to a galaxy-spanning PortalNetwork that was created a million years ago by the seemingly-extinct [[{{Precursors}} Gatebuilders]]. The player takes command of Earth's first interstellar starship in a quest to find the fabled Gatebuilder homeworld, managing and upgrading both ship and crew as they go. But it won't be easy, as the galaxy is already something of a mass grave, and the star systems you'll explore contain many hazards to your ship and crew. Worse yet, the Chiron Gate will only function for 20 jumps, leaving you a limited window to collect the data you'll need to locate the Gatebuilder homeworld and keep the Gate network from shutting down.

It is available on itchio [[https://johnayliff.itch.io/beyond-the-chiron-gate here]], as well as on [[https://play.google.com/store/apps/details?id=com.johnayliff.beyondthechirongate&hl=en_US&gl=US Android]] and [[https://apps.apple.com/us/app/beyond-the-chiron-gate/id1624155440 iOS]] devices.

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'''This game provides examples of:'''

* AbsoluteXenophobe: Occasionally, the remnant space stations you'll discover ''aren't'' derelict... and they have absolutely no wish to see intruders like you messing around in ''their'' star system.
* AfterTheEnd: The most common fate for the other Gate-travelling races you'll learn about, who wandered the network for a time (leaving behind derelict ships and space stations) before going extinction.
* AlienInvasion: Some planet-level extinctions you'll discover can be the result of hostile Gate travellers.
* AlienSea: You'll discover the occasional ocean on planets. As often as not, it won't be water.
* AliensSpeakingEnglish: Occasionally aliens and derelict [=AIs=] will greet your crew in English, lampshading it by claiming they learned the language from your ship's chatter.
* AllPlanetsAreEarthlike: So very harshly averted. Almost every planet you'll find is lifeless, many worlds have too much (or too little) heat, too much gravity, too much atmosphere, too little stability, or something else that can potentially harm your astronauts, and even the planets that ''do'' have life usually have it living in an atmosphere that humans can't breathe.
* AncientAstronauts: Sometimes, pre-spaceflight races (extinct or otherwise) will have recorded myths about "visitors" from the stars. Sometimes these are one of the Gate-traveling races and sometimes they're just myths.
* AscendToAHigherPlaneOfExistence: [[spoiler:The final fate of the Gatebuilders, one possible fate for extinct Gate-travelling races... and, possibly, one ending for the player's crew.]]
* BenevolentAI: Occasionally, a derelict ship or base will have an AI that is still functional... and it might even be ''polite'' to you.
* BenevolentPrecursors: The Gatebuilders made the Gate network not just for themselves, but for the civilizations that came after them. [[spoiler:If you can reach the Gate Nexus on their homeworld, their wraith-like descendents will help you fix it.]]
* BodyArmorAsHitPoints: Armor upgrades for your ship don't actually block or reduce damage. They only make it possible for your ship to survive ''more'' hits before exploding.
* CriticalExistenceFailure: Averted. Both your crew members and your ship follow a "three strikes" rule -- three instances of damage or wounds will end them. But crew members will get worse at their jobs as they rack up injuries, and each instance of damage to your ship wrecks ''something'' (landing gear, interstellar drive, medbay, etc), which will cause problems for the rest of the current expedition.
* DerelictGraveyard: Over a given run, you'll encounter remnants from at least half a dozen races that traversed the Gate network before you. Most of these races will be long extinct. And even the few who remain extant will have abandoned ships and bases on planets they no longer care about.
* EarlyGameHell:
** Some star systems have rampant asteroids, stellar flares, and/or nebula as special hazards, capable of threatening your crew during the whole expedition. Your first expedition, where you can't pick your star system and have only level 1 crew members, can have ''more than one'' of these hazards, resulting in a very rough (and possibly short-lived) opening.
** Your first few expeditions will be blind to some degree, as you need upgrades to know if a star system will have hazards, organic life, extinct natives, or remnants from other Gate travellers.
* EnergyWeapon: These are wielded by non-derelict ships.
* ExperiencePoints: A crew member earns XP when they pass a die roll for a task or when the crew makes a discovery of any kind.
* FlingALightIntoTheFuture: A series of flinging. [[spoiler:In the end, you reach the Gate Nexus and learn the Gatebuilders originally created the Gate network to help civilizations after them explore the galaxy -- light number one. Then you learn that the network tends to fail over time, but other races in the past visited the Gate Nexus to reset the network for future travellers -- light number two. Now it's humanity's turn to fix the network themselves -- light number three!]]
* GenerationShips: One type of derelict ship that you can find.
* HiveMind: One possible feature of alien races. Usually a result of cybernetics, but it can be natural as well.
* HumanPopsicle: Sometimes offered as an option to save a wounded crew member.
* InYourNatureToDestroyYourselves: Many of the extinct Gate-travelling races brought their own destruction upon themselves, typically via civil war or simply growing so vast and economically-hungry that they collapsed when there was nothing left to consume.
* ItsUpToYou: Justified, as the Chiron Gate will shut down after 20 jumps, and it's better to have a single focused crew making the most of every jump than to try to throw hordes of exploration ships at every possible target.
* LateToTheTragedy: You'll discover ''many'' extinction sites, ranging from Gate-travelling races to sentient races that never developed spaceflight to ecosystems that never evolved sentience. All you can do is have your crew investigate and collect the data for whatever apocalypse -- internal war, alien invasion, plagues, climate change, overpopulation, asteroid strikes, cosmic gamma ray bursts, etc -- ended ''these'' guys.
* MechanicalLifeforms: It's possible for Gate-travelling races and even the Gatebuilders to be generated as robotic. And they can also be generated with histories that involve [[TurnedAgainstTheirMasters overthrowing their organic creators]] or [[RobotWar warring with other Gate travellers]].
* NoBiochemicalBarriers: It's possible for crew members to catch alien diseases, and they're more lethal than their earthly equivalents (requiring only two steps to kill an astronaut).
* OneHitKill: Most forms of harm require three separate hits to kill a crew member. But there are rare challenges which, if failed, can instagib even a fully healthy crew member. [[spoiler:The final Gate Nexus sequence has several.]]
* {{Pacifist}}: Your starship starts with no weapons and never gains any. If you encounter hostile alien ships, the only things you can do are either flee or try to talk them into standing down. (You can sometimes resort to violence when your crew is on foot, though.)
* ThePlague: Both alien and terrestrial infections can afflict your crew, and blowing the die roll to cure them can infect the would-be medic as well. Plagues can also be a cause of extinction for dead civilizations or ecosystems on planets.
* PlanetLooters: One category of Gate-travelling race.
* PortalNetwork: An interesting example. You can go back and forth between the Chiron Gate (Earth) and another star system, but it is unclear whether you (or anyone) could ever use another system's Gate to go to yet a third system.
* RandomEvent: The core of the gameplay, as the discoveries and threats you encounter are both drawn from a large (but finite) pool.
* RandomlyGeneratedLevels: Because of how the Chiron Gate works, you can never visit the same star system twice. So every expedition is to a completely new (and procedurally-generated) star system.
* RandomNumberGod: Both your greatest ally and your worst enemy in this game.
* SingleBiomePlanet: Justified, as very few planets even have what could be called a biome. And with the few that are life-bearing, your crew aren't there to colonize, but to search for discoveries that will help you with the more important goals of upgrading your ship and locating the Gatebuilder homeworld.
* StarfishAliens: Not all the life you might meet will talk back, and some of it managed to evolve in ways that would be unthinkable on Earth.
* TemptingFate: A hallmark of this game. Even when you're getting wrecked during an expedition, there's always a temptation to keep pushing your luck, because the ''next'' planet or asteroid could be hiding a valuable derelict to study or a discovery that will unlock an upgrade for your ship.
* TrippyFinaleSyndrome: [[spoiler:If you make it to the Gatebuilder homeworld, the final challenge of the game happens in the Gate Nexus, a trippy space disconnected from the normal universe.]]

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