CD05-T01
Identity, authority, and the work now in scope
Consolidated current direction; baseline approved writing and confirmed references retained.
Read this topicThe field library / Edition 05
The complete creative direction, its working journeys, and the images behind them. Start with a topic. Follow a source. Keep the whole picture.
01 / Find a direction
A current reading map across every preserved chapter. Topic summaries introduce the source; they do not replace it.
13 topics · 49 chapters
CD05-T01
Consolidated current direction; baseline approved writing and confirmed references retained.
Read this topicCD05-T02
The long arc and bounded First Playable are documented; implementation unverified.
Read this topicCD05-T03
The seven-realm creative atlas. Read alongside the current 672-level game column and 15 depth biomes.
Read this topicCD05-T04
Authored settlement, custody, participation, pause, and recovery direction documented.
Read this topicCD05-T05
Ten bands and 66 functions documented as selectable breadth.
Read this topicCD05-T06
Explorer appearance confirmed; model dimensions, capacities, and operational details are proposals.
Read this topicCD05-T07
Full Moon campaign and three expeditions documented; visual detail selectively expanded in edition 05.
Read this topicCD05-T08
Full Mars campaign and three expeditions documented; CEC01 remains conditional.
Read this topicCD05-T09
Documented outer destinations and proposed Afterlight continuation retain their scope.
Read this topic · contains Beyond Sol spoilersCD05-T10
Equipment, Earth ecology, encounter, and sensory catalogues documented; individual asset detail remains.
Read this topicCD05-T11
Baseline overview is delivered; detailed coverage is individually tracked.
Read this topicCD05-T12
Two Tier 1 production choices and conditional Mars life form the short review.
Read this topicCD05-T13
Broader families have concrete future-detail entries, not blanket completion.
Read this topic02 / Read deeply
All 49 chapters remain accessible. Search chapter names here, or use full-text search inside the reader.
49 chapters · use the topic and chapter search above to narrow this shelf.
No chapters match. Try a shorter name, or clear your search.
03 / See the intent
59 distinct references, concept boards and editable diagrams. WebP previews and original images represent the same visual, not extra completed designs.
59 visuals

EAR01_H · Retained concept
The familiar surface remains the emotional center: blue water, a readable quarry, warm shelter, and a route into the Earth. Existing concept image, reused in this edition.

EAR03_H · Retained concept
A shared atmosphere reference for vegetation, water, player scale, and warm maintained refuges. The complete written atlas retains quiet, sparse, wet, and dry variations beyond this image.

EAR05_H · Retained concept
Warm shelter and a maintained crossing establish a route through immense columns, dark water, and exposed ground. The other Abyss experiences remain individually named in the text and artwork backlog.

OV-EARTH · Retained concept
Shallows, Underreach, Mantle, and Core receive an overview panel each. These are concept moods and example activities; the seven-realm diagram defines the relationships, and the complete text defines all 35 regional experiences.

OV-MOON · Retained concept
A first foothold on a crater rim, a tethered shallow descent, a sheltered gallery habitat, and a deep glass survey. Surface and cave profiles are fictional game regions, with no implied breathable lunar caves.

OV-MARS · Retained concept
Windcut terrain and old drainage lead into Ochre Galleries, Brine Scarps, and Rootstone Chambers. Imported equipment supports the first expedition; local materials improve subsequent operations.

OV-OUTER · Retained concept
Anchored cargo work on fractured Ceres, a protected route beneath Europa’s ice, shielded thermal work on Io, and a raised harbor at Titan. These overview scenes establish distinct landscape and activity identities; detailed habitats, pressure interfaces, and machine designs remain separate tasks.

OV-FRONTIERS · Retained concept
The quiet frozen edge of the Solar System, a fractured world of interpretation, and the living waters of Hearthsea. The observatory, bridge, and conservatory illustrate what the player builds to make each journey meaningful.

REF01 · Confirmed reference
Off-white and pale gray stepped voxel rocket, narrow tall body, tiered pointed nose and antenna, orange horizontal bands, four splayed fins, dark square cockpit window, low white access hatch with black/yellow hazard stripes and small red controls, dark engine cluster.; Matching white/orange suit with dark blue visor, black/dark gray gloves and boots, square life-support backpack and colored chest/back controls.

REF02 · Confirmed reference
Same white/gray/orange stepped rocket and suit; four dark exhaust apertures visible from below.; A small pad and lattice gantry support the Earth launch setting.

REF03 · Confirmed reference
Lunar outpost overview: matching rocket and suited player, pale terraced crater terrain, large Earth in sky.; White/orange habitat with lit doorway/steps, roof dish and mast, small workstations and crates, warm lamps and a Tier 1 flag.

REF04 · Confirmed reference
Close view of a white/orange weathered riveted rocket with open low hatch, warm interior, tall external access ladder, very large fins and dark engine bells.; Heavy pad masonry, yellow railings, exposed pipes, orange crates, warm lamps and adjacent workshop beneath forested mountains.

REF05 · Confirmed reference
Full weathered white/orange rocket at a mountain-lake industrial launch yard with sunset light.; Ringed-planet emblem on broad orange band; external ladder reaches an open low hatch.

REF06 · Confirmed reference
Tall smooth-panelled white rocket with black vertical/diagonal structure, orange bands and larger swept fins, beside a full gantry with access bridges.; Larger cockpit has dark wraparound glazing; single large central exhaust form visible from this angle.

REF07 · Confirmed reference
Large heavy-lift multi-body rocket, dark charcoal structural bands, pale panels, cyan vertical/status lighting and multiple engine bells.; Central pointed craft with flanking boosters/modules; no orange-dominant T1 striping on hull.

REF08 · Confirmed reference
Orthographic rocket and suit sheet with palette, details and scale comparison, matching the dominant white/orange T1 family.; Source has substantial nonopaque pixels and fully transparent background holes; retain transparency and provide a dark viewer background when displaying.

REF09 · Confirmed reference
Heavy square gray/white raised work platform with four strong feet/columns, orange vertical safety accents, corner clamps and orange center cross.; Small tilted blue control screen; active state illuminates orange rails/columns and surface.

REF10 · Confirmed reference
Pale rectangular industrial work surface with orange inset markings, dark mechanism beneath, heavy footings, tall orange/gray side posts and small blue terminal.; Active state warms to orange with small sparks; idle screen is blue.

REF11 · Confirmed reference
Strongest rocket component/exploded-view source: separates stepped antenna/nose, command/cockpit region, upper tank, core body, four fins and four-engine cluster.; Hatch opens outward to warm lit interior with visible panels and depth.

REF12 · Confirmed reference
White/light-gray squared helmet/body/limbs, orange stripe over helmet and on upper arms/lower legs, dark cuffed gloves and heavy boots.; Opaque dark navy blue visor with bright blue square reflection; no visible face on this T1 sheet.

REF13 · Confirmed reference
Broad showcase combines white/orange rocket/suit hero render, ortho and detail tiles, launch experience strip and early-game material icons.; Fuel/load panel shows the player working beside lower hatch and a compact machine; no panel gives detailed fuel chemistry.

REF14 · Confirmed reference
White/orange rocket and opaque-blue-visor suit, ortho top/bottom and close-ups, 9-block estimated height panel, launch sequence and Earth pad.; A small hazard-striped launch pad and dark gantry are visible in environmental panels.

REF15 · Confirmed reference
Best overview of the full Tier 1 equipment/machine family alongside rocket, suit and complete round-trip journey.; Rocket Part is a pale rectangular structural component with dark perforations and orange detail; Rocket Engine is a dark cubic mechanism with orange top connector.
SVG-solar-system · Retained diagram
The principal route is Earth, Moon, Mars, Europa, Titan, and Pluto. Ceres is an optional Interplanetary branch and Io an optional Deep-Space branch. The proposed Beyond Sol route continues to Cairn and Morrow in Afterlight. All eight Solar System planets are listed separately; Mercury, Venus, Uranus, and Neptune have further destination planning in the backlog. Jupiter and Saturn provide orbital scenery and access to their documented moons. The atlas is not to scale.
SVG-progression · Retained diagram
IP00 Campcraft, IP01 Mechanical workshop and IP02 Powered workshop lead to an early IP03 Tier 1 flight preparation branch in Pale Horizon. That branch reaches IP06 Lunar industry without requiring the parallel IP04 Regional industry and IP05 Deep thermal and chemical work branch. IP07 Frontier industry supports Mars and optional Ceres; IP08 Outer-world systems supports Europa, Titan, Pluto and optional Io; IP09 Interstellar science supports Cairn and Morrow. The five journey families remain First Descent, Pale Horizon, Red Frontier, Outer Worlds and Beyond Sol. Industrial bands are not rocket tiers. Core, Heartglass, titanium, advanced chemical refining and nuclear power are not first-flight requirements.
SVG-earth-layers · Retained diagram
Seven Earth realms are shown in order: Overworld, Shallows, Deepwilds, Underreach, Abyss, Mantle, and Core. Each lists all five named experiences and its anchor project. Irregular boundaries indicate conceptual transitions rather than literal geological strata or final block-height allocations. The established engineering envelope is 512 total block levels, from Y minus 192 through 319. Core is the fictional deep-crust Heart environment, not the literal center of Earth.
SVG-moon-layers · Retained diagram
The Moon has two surface experiences, Earthrise Rim and Shadow Basin, above connected Regolith Hollows, Basalt Galleries, and Glassfall Vaults. The diagram shows conceptual access, not literal geological layers. Roof openings can also connect the surface and galleries. Regolith Ceramic and Lunar Glass Filament improve habitation and instruments. The default first complete mission brings a working airlocked cabin and an Earth-carried EQ25 starter shelter, commissioned before the first committed descent. Equipment and protected return reserves come from Earth; caves are not automatically breathable.
SVG-mars-layers · Retained diagram
Mars has Windcut Tablelands and Buried Delta at the surface, with connected Ochre Galleries, Brine Scarps, and Rootstone Chambers below. These are fictional game-generation families rather than exact scientific strata. Weather and route planning lead to field camps and a Frontier Yard. Ferric Lattice and Brine Catalyst improve sustained operations. Optional mat-like life is not required for survival, resources, or missions.
SVG-settlement-cycle · Retained diagram
Old Valley retains five chapters: A place to stay with the guesthouse; The old crossing; The quarry; A working settlement including grain mill, workshop, and market preparation; and The first market. The project lifecycle is discover and inspect, contribute authorized materials, construct a stage, commission useful service, and choose further expansion. Managed projects, production, visitors and events operate only with eligible participants inside horizontal, vertical and dimension bounds, otherwise parking safely. Cargo reserves existing goods and progresses on arrival in the active receiving region, without restarting remote factories.
SVG-resources-equipment · Retained diagram
Three parallel examples connect Earth materials, lunar materials, and Mars materials through processing, equipment, expeditions, and settlement benefits. Earth uses established metals, ceramics and cultivated fibres for serviceable tools and first planetary support. Regolith Ceramic and Lunar Glass Filament improve habitat parts, compact lights and instruments. Ferric Lattice and Brine Catalyst improve field frames, repairs and selected processing or habitat functions. Processing refers to the shared TEC machine families. These are relationship examples, not crafting recipes; first-arrival equipment uses earlier sources and essential supplies never require killing rare creatures.

ILL03-01 · New concept board
Four illustrative views connect the warm guesthouse, authored crossing, practical quarry, and pale, rooted Copperwash return route.

ILL03-02 · New concept board
A practical quarry workshop joins bench work, small-batch alloying, and a hand-operated cargo hoist; physical poses show idle, working, and waiting states.

ILL03-03 · New concept board
Four representative functions show the physical language of forming, controlled steel batches, modest site power, and local loading.

ILL03-04 · New concept board
Reaction, optical growth, composite production, and optional fusion research illustrate distinct advanced specialisations and visible service needs.

ILL03-05 · New concept board
Six contrasting material families distinguish natural exposure from handled samples using grain, fracture, living origin, and restrained optical character.

ILL03-06 · New concept board
Representative field equipment makes sampling, secured routes, dependable light, preserved finds, controlled excavation, and thermal preparation tangible.

ILL03-07 · New concept board
Four creatures connect observation to safer shorelines, a shared crossing, a territorial landing, and a prepared water route.

ILL03-08 · New concept board
Six living sources show recognizable habitats, preserved growing bases, and manageable cultivation for food, fibre, resin, and route lighting.
ILL-D01 · New diagram
The route preserves the five-chapter Old Valley structure while showing the limited endpoint of the first playable. The orange return link connects the workshop improvement back to the existing quarry service.
ILL-D02 · New diagram
A conceptual state and custody map. Dashed interruption branches retain the same operation; resumption always depends on the relevant activity and clearance checks. Normal Minecraft simulation is outside this managed-project diagram.
ILL-D03 · New diagram
Proposed playtest quantities are reproduced from the structured register. The iron route replaces the cradle cost. The diagram does not assign a new material recipe to the six-wall demonstration or imply the preparation allowance is shared by every player.
ILL-D04 · New diagram
These selected paths explain how the catalogue functions fit together. They are not a mandatory sequence through all 66 machines, an exact recipe list, a power-capacity chart or an implementation claim.
ILL-D05 · New diagram
The section emphasizes lateral overlap, supported refuges, route choices and transition space. Its graphic proportions are conceptual. The original seven-realm atlas remains the complete named-regional overview.
ILL-D06 · New diagram
Each lane is an experience sequence, not a requirement to visit every listed region in one outing. Lunar first arrival and return need no Moon-built pad, local refinery or external console. Mars preserves useful nearby exploration for a player who delays rover assembly.
ILL-D07 · New diagram
Assembly is a documented product workflow. All stated workstation dimensions and the 12-block association distance are proposed defaults. Hardware roles are kept distinct from decorative meshes and from recipe quantities.
ILL-D08 · New diagram
The proportional top view separates nominal body, fin, deck and site extents. The cabin stack is functional, not a measured floor plan. The pad's proposed 3-block maximum service height belongs to raised couplers; its deck remains 0.5 high. Fuel Pipe terminal adapters resolve the recorded grid/socket offsets within the existing pipe family.
ILL-U01 · New interface sheet
Illustrative layouts for UX01–UX03. The example guesthouse bills and stage stock follow FP-C01; a marked player chest blocks the crossing rather than being overwritten. Available, committed, built, and recoverable stock remain distinct. Values are planning examples.
ILL-U02 · New interface sheet
Illustrative layouts for UX04–UX06. Managed activity needs eligible participants within the correct dimension and horizontal and vertical bounds. Contributions and shared construction are distinct from personal discoveries. The journal keeps Chapter 4 open after the limited first workshop service.
ILL-U03 · New interface sheet
Illustrative layouts for UX07–UX08 and UX11. Navigation separates known routes from unexplored branches. The local walking trip uses early tools and ordinary light. The lunar itinerary requires a supported natural arrival and Earth-carried essentials; no lunar pad or refinery is assumed.
ILL-U04 · New interface sheet
Illustrative layouts for UX09–UX10 and UX12. The six committed Explorer stages follow T1-SPEC-06; the station controls an explicitly linked vehicle berth. Mission readiness names the immediate blocker and keeps return fuel and breathing reserves protected. Readable static states survive reduced motion and effects. Numeric fuel, oxygen, and cargo capacities are intentionally not invented.

CD05-A01 · Edition 05 concept board
Old Valley’s existing room becomes a dependable home: the retained bed, repaired entrance, assigned chest and modest common furnishings remain consistent across before, repair and occupied views.

CD05-A02 · Edition 05 concept board
An occupied starter lunar sleeping/service cell is paired with a later optional dust porch and stores. The commissioned cell and two-closure airlock establish the first usable refuge; the porch makes subsequent equipment service more convenient.

CD05-A03 · Edition 05 concept board
A forming-press variant of IND-M04 makes the physical work visible: supported stock enters from the feed side, formed plates and brackets collect separately, and the drive can be reached in a stopped service state. Reusable patterns organize shapes.
CD05-D01 · Edition 05 editable diagram
The current account groups the applicable sources for each topic while preserving artwork roles, older variants and unresolved decisions.
CD05-D02 · Edition 05 editable diagram
Four independently prepared capabilities meet at commissioning. Returned lunar material expands useful options after the first complete expedition.
CD05-D03 · Edition 05 editable diagram
Independent symbolic accounts protect the return journey while keeping physical transfers and both cargo manifests coherent.
CD05-D04 · Edition 05 editable diagram
The guesthouse repairs an existing room; the lunar refuge commissions a defined supported cell and airlock. Both provide a clear return route, storage and an occupied place to rest.
CD05-D05 · Edition 05 editable diagram
Review the Explorer candidate against preserved scale evidence, then compare the two stations by their distinct jobs and proposed working envelopes.
CD05-D06 · Edition 05 editable diagram
The first lunar objective is complete at the accessible Basalt Gallery. Returning then is a full success; a short optional survey remains bounded by the checked equipment, route and reserves.
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04 / Keep the originals
The source files are preserved byte for byte. Downloads include the original reader, complete text, structured registers, artwork, and the supplied review records.
Original downloads contain the full creative direction, including Beyond Sol spoilers. The reader HTML uses its companion images; open the online reader for the complete illustrated experience. The catalogue lists every available source and review file.
The creative foundation · The complete player journey · The vertical world specification · World generation and the Earth atlas · Overworld · Shallows · Deepwilds · Underreach · Abyss · Mantle · Core · Settlements and authored adventures · Old Valley · Residents and settlement systems · Connected adventures and player experience · Life ecology and encounters · Materials and the crafting economy · Tools equipment and preparation · Production transport and settlement technology · Power fuel and the cost of travel · Space exploration · Moon · Mars · Ceres · Europa · Io · Titan · Pluto · Afterlight · Cairn · Morrow · Spacecraft and orbital places · Planetary materials and reference catalogue · Visual direction and the illustrated edition · Turning the creative direction into a future roadmap · Source records and terminology
Download source textSHA-256aa99d53d74ae46899ff24c62cdab3e9c1d4d79d169c49291fac10b9137bfd192
Industry and progression · Machinery and industrial systems · Production chains, balance, and machine progression
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Moon — complete destination planning expansion · Mars — complete destination planning expansion
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Tier 1 space systems — complete first expedition
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First Playable — Old Valley, the Quarry, and the First Workshop
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Tier 1 — Model and Implementation Specifications
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Illustrated overview — ten reading guides
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Current direction — a connected account of SUBSTELLAR
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Worked progression — a powered workshop and the first lunar return
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Occupied places and working machinery — a focused visual review
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The first tube and the view home — a complete first lunar expedition
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Edition 05 · 111,411 source words · supplied 7 October 2026. These are documentation counts. Website presentation and reconciliation are maintained separately.