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Stellaris Dev Diary #319 - Astral Scars and Rifts

Hello!

I'm Gary Morris (or Atmaz) - Lead Game Designer on the Astral Planes DLC, from Abrakam Entertainment.

I've been playing video games my whole life. Some of my earliest memories are staying up way past my bedtime and grinding out hours and hours on strategy games on the Super Nintendo my older brother got for Christmas. I have specific memories of a particular game where I was cleaning up nuclear waste with my workers, tile by tile, and having a great time doing it. I didn't know it at the time, but I was enthralled by a type of game that would later become known as a "4X."

When I finally did get a computer, it was a Tandy 1000 HX. I still don't know what the HX stands for, or what the fascination is with adding X's onto things. On that machine, I quickly acquired a similar 4X game that was much older, but it captivated me just as much. Its lack of fancy graphics was not a problem for me, because I was given a very powerful new tool to play with: a keyboard. In my blissful ignorance, I never realized how much I had struggled with the SNES controller until I had the full complement of a keyboard and number pad (I don't remember there even being a mouse).

Fast forward about 25-30 years, and here we are today. Everyone has a mouse and keyboard, the 4X genre has exploded, and there are multiple great titles of this type to enjoy. One of the best ones, I say without prejudice, is Stellaris.

When we were asked by Paradox to start work with them on a new Stellaris expansion last year, my first thought was: What makes Stellaris fun? That's probably one of the hardest questions I've had to put serious thought to. It's easy to play the game and have fun - but why did I have fun? How do you measure… Stellaris's fun?

There are more complicated answers to this, but the simplest place to start is that it takes you somewhere else. Just like when I was cleaning up nuclear waste with my workers all those years ago to save my cities, I get the same type of feeling when I survey a new system and find something new that might kill me. I like being somewhere else.

So, where is the farthest we can go? We're already in outer space in Stellaris - and really, do you need much more? The concept of space exploration is already so full of excitement and wonder. Stellaris captures this feeling so completely, it makes you wonder: What could possibly be next?

There are hints of what this could be already in-game: the mysteries of the Shroud and what it might contain, the unexplained appearance of the Unbidden and where they have come from. It's clear that there are other dimensions adjacent to our own, and we are teased with only tastes of them. This is the seed of thought from which Astral Planes was born.

Creative Director Jean-Michael Vilain and I talk about the inspiration for Astral Planes

What are Astral Rifts?​


In each galaxy, there are points at which the boundaries of space and time are weaker than others. Once discovered, they will appear to you as Astral Scars. These Scars are not large enough to be explored, but they do leak through a significant amount of astral material which may be of some use to you.

An Astral Scar, still closed

Over time, it may happen that these Scars become unstable. After blossoming into a fully-blown Astral Rift, they are now open for you to explore. These Astral Rifts take us to the 'somewhere else' that exists beyond our known universe.

An open Astral Rift

However, you can't just plunge yourself into one of these things. The chaotic energies involved in these phenomena would literally tear your scientists into the base components of the universe. You'll need to find a way to slip them more carefully inside. This is where Rift Sphere technology comes in.

Rift Sphere

Achieving 'perfect smoothness' on any object is incredibly difficult - if not impossible. Apparently, it has been achieved here on earth on a very small scale with what is known as the "quantum stabilized atom mirror" earlier this century, but in most practical cases we cannot accomplish this. The James Webb Space telescope, for instance, has a reflective surface polished to an average roughness of only 20 nanometers. That's quite smooth, but we need to go even smoother to safely enter a Rift and have a vessel large enough to accompany a team of scientists. This will take some scientific effort on your part, but once complete you'll be ready to begin exploring other planes of existence.

Conceptually, the Rift Sphere device is loaded onto your science ships and shot like a bullet into the center of a Rift. It possesses basic propulsion capabilities, but for the most part is otherwise helpless on the other side. This is why a cable is tethered from its point of origin to allow for retrieval. This lifeline also serves as a means to send reports and other information from between universes.

Mid to late game exploration​


One goal we had with Astral Planes was to provide more opportunities for exploration into the mid and late game. At a certain point, after all systems are explored and all Archeological Sites are exhausted, there naturally tends to not be much out there left to see.

Where Astral Rifts help out in this regard is that they are generally not present at map start. They will procedurally open over the course of the game. This means that even in a fully explored system, something new can still appear within your borders to take a look at.


The Dimensional Machine rift

Choose your own adventure​


The significant difference between exploring a Rift and exploring an Archaeological Site is that your scientists are in the middle of a 'live' situation. You're not digging up the past and learning about what was, you're discovering something that currently is. This generally means they are often in much more danger, and decisions will need to be made on how to proceed based on the information you are given. On top of that, time can move much differently inside of a Rift, where years have passed on one side where only minutes have on the other end.

Most steps inside of an Astral Rift will provide a choice, and often they will have varying difficulty levels. You may choose to go the easier path to protect your scientists, or brave the danger and hope whatever it is they are trying is a success. A heavy "Risk vs Reward" concept is present in these explorations. There are multiple results that can be achieved from exploring each Rift, and we've added over 30 of them. Inside of many of those Rifts are brand new Relics you can find - provided you make the right choices, and provided your Scientists survive those choices.

There are not just Relics that you can find, however. Nearly every Rift contains some sort of possible unique reward, from new Faction Modifiers, to Planetary Decisions, to even recruitable Leaders. You're entering other places far from your own that have any number of exotic things to discover.

There are even more things, however, that you bring back with you from inside these Rifts - and we call those Astral Threads.

Astral Threads

Let's talk about what you can do with those in the next post.

From behalf of all of our team, thank you for reading this, and thanks to Paradox for giving us this amazing opportunity to create something we think is really cool.

See you soon!
 
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So the concept here sounds interesting and I do love that we're being given the ability to do more exploration later on in the game. For some of the naysayers, sure it's not actually game space to explore visually, but it is something with additional discovery and given that we have to make choices, it sounds in theory like it'll be much more interesting than archaeology sites. For one we actually get to make some choices and also it sounds like it avoids one major flaw with the enigmatic fortress event, in that even if people figure out the ideal actions to take (assuming there isn't RNG involved in deciding what actions your presented with), there is going to be enough RNG that, given that actions can fail, that no one is guaranteed to get exactly what they want for each rift, each time they find one and figure out what it has.

I'm curious if these will ensure that the explorer and academic classes for scientists will be relevant throughout the game or if this is only going to help one of them. This of course gets to my one major critique so far, based on info we've been given. This only helps one or both of those classes for players that have the DLC. Ideally, the base game with have a setup where all leader classes will remain relevant throughout the game. AT least within reason, I mean, not much you can do for most scientist classes if someone goes for a thousand year playthrough. I'd even be fine if the way this was achieved in base game, was that some of our choices made certain leader classes more relevant than others. Though getting a bit far from the DLC, I would love to see the ability o discover more stuff after the first survey, to be a thing we could do. Maybe after a certain amount of time passes, we could trigger a situation where we research the ability to resurvey systems in hopes of finding more. It would keep both explorers and academics relevant and could be setup to be a bit of choice deal. More investment means better returns, but has the opportunity cost of using up resources that we might need or want to use doing something else.
 
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Losing a high level explorer scientist in the mid/late game is a bit sad, but not really high stake. By that point you already have the tech advantage and nothing left to explore anyway.
If your options are "safe but very boring/average reward" vs "game-changing reward" you're always going to take the optimal second one.
If your options are "safe and very ok reward" vs "risky and that that great reward" you're always going to take the optimal first one.

This is already an issue with most choices in Stellaris. There's one option with a good reward, and all the others are just so mediocre that even if it can fail, you always pick it.
Eh, there's no always in stellaris
Some madlad will always take the risky option, some coward will always take the safe option and some roleplayer will keep changing their choice based on non-meta reasons
 
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Will we be able to "fail" the Astral Rift? As in completely close the archeology site without getting rewards? Or would we always get some reward one way or another at the expense of lives of several scientists?

Indeed there are several where your Scientist/crew will perish, and the exploration will immediately be aborted. You will usually get at least some type of minor reward, however.

I have seen voices in announcement threads (both here and on reddit) that while rifts have different paths, they still probably end up having only 1 ending. Is it true?

No, on average I would estimate each Rift has around 3 endings, and a few have more than that.

The branches are unique for each Rift. Some you may branch off in the very first decision, others may go in a line for a chapter or two before you start going in different directions. Branches often merge back together then split apart again.

They are little spiderwebs of adventures, and to allow for it we've created a whole new system that supports this type of thing easily in Stellaris.

Do not expect them to have exponentially branching endings though (as in, 8 chapters = 64 endings). That would have been an insane amount of narrative work, though we did the best we practically could and pushed hard for diversity.

Are there some "only correct" choices in Rifts or are there some RNG involved that the "correct option has only 70% chance to succeed"?

Most places where there is a risky choice, there is only a chance to succeed - which you can sometimes influence by making other choices in previous chapters. Usually the text will hint at you what would be risky and what would be safe. I wouldn't say there's always a correct choice, no - but there are often irresponsible choices that may pay off in the end.
 
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Will we need direct control over a system to explore the rift within it, like with digsites? Or will we be able to explore rifts within another empires borders?
Do rifts have to be in our territory to investigate them, like archeology sites?

You can only explore Rifts within your borders. Doing so is a very delicate operation, and you need complete influence over the area to initiate it undisturbed.

Once you are exploring though, your Scientist is locked in to the adventure until it is over. Your science ship is linked to the other dimension and will be unable to be interfered with until it is over, even if you lose control of the system during exploration. It also means that no one else can enter the same Rift once anyone begins exploration of one.
 
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Atmaz

Are there any uses for astral threads other than astral actions? Like, ship components or buildings with a cost in AT, edicts with a AT maintenance cost, things like that?

Can you give us an example or two (or three) of Astral Actions?
 
Does this mean that it will be possible for taller empires with less of the galaxy under their direct control to 'generate' rifts in their accessible territory?

Indeed, there will be some ways to accomplish this. Stay tuned to the next Dev Diary for more details on that.

I suspect this is a rhetorical flourish, but will there be some leader lifespan additions/subtractions in these rifts?

There are effects within Rifts which can age the leader one way or another, and very commonly they'll develop a specific "Rift Warped" trait which will make them no longer count toward the leader cap at all.
 
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Will the Extradimensional Experimentation galcom resolution gain new effects?

Like enabling more generation of astral thread or inducing the appearance of new rifts.
 
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Will Astral Threads be available to purchase on the market?
 
There are hints of what this could be already in-game: the mysteries of the Shroud and what it might contain, the unexplained appearance of the Unbidden and where they have come from. It's clear that there are other dimensions adjacent to our own, and we are teased with only tastes of them.
Can't wait to get some juicy new lore!
Will Astral Planes change how we interact with any of the existing dimensional events (Unbidden, Shroud, the Doorway, etc.)?
 
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