EDF recovery channel08 core operations08 horizon records04 prototype theatres

Operations archive // Campaign intelligence

Earth is where ZOA398's war begins.

Vulkil troops breach the laboratory beneath Olympia Prime just as ZOA398 wakes from the procedure that changed him. His escape leads to occupied Earth and the human resistance on Mars. Farther ahead, the Aedivir will decide whether Humanity can be trusted with the knowledge it needs to survive.

Campaign shape
Directed + exploratory
Theatres
Earth / Mars / Deep space
Archive policy
Spoiler-light

01 // Core campaign

Eight confirmed operations carry the war beyond Earth.

These locations form the confirmed campaign path. Each briefing explains what ZOA398 is trying to accomplish without revealing how the mission ends or what Humanity ultimately finds.

Later destinations open as ZOA398 uncovers routes and earns support. Your choices can change when you reach them.

ACT 01

Moonfall

By the time ZOA398 wakes, Vulkil forces have broken Earth’s defenses and reached the laboratory below Olympia Prime. Escaping the moon is the first battle in a war Humanity may no longer have the strength to fight.

A dark, red-lit corridor inside the ZOA Protocol laboratory.
OP 01The Lab — Tutorial
Olympia Prime // Earth’s moonDeclassified

Break containment

ZOA398 wakes as Vulkil troops breach the research compound that created him. Every subject before him died during enhancement, and the only people who could explain his survival are under attack.

Mission directive
Recover field gear, repel the breach troopers, disable the alarm, and reach the evacuation shuttle.
Strategic pressure
ZOA398 is the first and only confirmed survivor of the Protocol.
A weathered derelict outpost rising from an arid occupied landscape.
OP 02Derelict Earth Outpost
Earth Forward One // Occupied territoryDeclassified

Escape occupied Earth

Drop behind enemy lines into a dead human outpost surrounded by an occupation that believes Earth is already pacified.

Mission directive
Find the missing forward team, recover explosives, destroy the nearby alien command ship, and secure a flightworthy route toward Mars.
Strategic pressure
Every resource carried out becomes part of the next operation. Everything left behind belongs to the Vulkil.
A spacecraft fires into a bright energy anomaly during an orbital engagement.
OP 03Alien Blockade
Near-Earth orbit // Blockade lineDeclassified

Punch through

The route to Mars is sealed by Interdictor and Vindicator squadrons. A stolen ship and a narrow jump window are all humanity has left.

Mission directive
Break the blockade, decide whether to risk an orbital resupply, and reach the Mars jumpgate alive.
Strategic pressure
Hull, fuel, ammunition, and time are one problem now.
ACT 02

The red refuge

Mars shelters Humanity’s last intact command network beneath its surface. The Vulkil have begun searching the planet, and one discovered entrance could expose every survivor below.

A fortified science-fiction base stands in a bright Martian desert.
OP 04Mars Ground Base
Mars // Surface approachDeclassified

Find the door

An abandoned surface installation conceals the entrance to humanity’s last intact colony. Alien scouts followed the jump trail.

Mission directive
Eliminate the landing force, assemble the ship-killer system, and prevent any Vulkil survivor from reporting the base.
Strategic pressure
The surface is a decoy only while no enemy leaves it alive.
Subject ZOA398 advances through a cavern entrance beneath Mars.
OP 05Underground Mars Colony
Mars // Subsurface colonyDeclassified

The last bastion

Below the rock waits a workshop, permanent storage, a navigation core, and the remains of Earth’s command structure.

Mission directive
Reach the colony, establish a field base, meet the surviving command, and prepare to search beyond Sol.
Strategic pressure
Humanity cannot defeat the Vulkil alone. Somewhere, someone has survived them before.
ACT 03

Fractured command

The resistance is divided over who should control ZOA398 and what victory should mean. Missions after Mars force him to negotiate with human factions before he can continue pursuing the Vulkil.

After Mars, destinations open when ZOA398 discovers how to reach them or wins help from the people who can. Their order can shift with the campaign state.
An armored vehicle and troops defend a battered desert military base.
DST 01Overrun Military Base
Earth // Old U.S. military outpostPartial

Fault lines

Military and survivor factions share a headquarters because neither can hold it alone. The truce is practical, armed, and one mistake from collapse.

Mission directive
Enter the overrun base, recover its strategic value, and decide which human promises can survive contact with reality.
Strategic pressure
Saving Earth does not guarantee humanity will agree on what comes after.
A dark medical ward inside a hidden futuristic compound.
DST 02Earth Interrogation
Earth // Hidden compoundPartial

Answer to Earth

The surviving President has ordered ZOA398’s arrest pending interrogation. The planet’s most dangerous survivor is also its least controllable asset.

Mission directive
Return to occupied Earth, face the surviving political authority, and keep the mission from becoming a civil war.
Strategic pressure
An ally can become an obstacle without ever becoming an enemy.
A luminous white-and-gold Aedivir city among snow-covered mountains.
DST 03Aedivir Homeworld
Aedivir territory // Coordinates withheldRestricted

The measure of worth

Humanity’s search for a way to survive the Vulkil leads to the Aedivir, a peaceful civilization whose science reaches far beyond anything either side can build. They have hidden part of that knowledge and forbidden its use.

Mission directive
Convince the Aedivir that Humanity can be trusted with knowledge they refuse to use themselves, even while Earth remains under occupation.
Strategic pressure
Without the Aedivir, Humanity’s chances continue to collapse. One reckless choice by ZOA398 could convince them that Humanity must never be allowed to learn what they have sealed.

02 // Exploration + authored environments

Exploration opens routes beyond the main campaign.

The wider game includes navigation spaces and repeatable alien worlds. Other authored destinations also survive in the project, although their place in the final campaign has not been established.

NAV 00
World-navigation interface // prototype

Globe Navigation Map

A global-travel interface built around a political globe of Earth. It is navigation infrastructure rather than a campaign destination, so no mission is implied.

A stellar navigation display plots routes between named star systems.NAV 01
Campaign navigation layer

Stellar Navigation Map

Plot jumps of up to twenty light-years, identify habitable systems, and decide where limited fuel and intelligence are worth risking.

A purple nebula fills a deep-space navigation view.SYS 154
Interior system map

Ross 154

Move from the galactic view into a single system, survey its worlds, and select a landing site before committing the ship.

Blue crystal formations surround a terraforming outpost on an alien planet.PLN A
Procedural alien world

Aster

A repeatable planetary theatre where terrain, resources, hazards, and points of interest turn exploration into a campaign system of its own.

An armored explorer overlooks a vast and unfamiliar alien landscape.PLN T
Registered destination

The Tormented World

An abandoned planet marked by the Vulkil. Its altered ecology and empty installations preserve evidence the occupation could not erase.

A remote, mountainous island coastline beneath an amber sky.ENV 01
Authored environment // telemetry incomplete

Ancient Scottish Isle

A remote island environment recorded in the campaign archive. Mission parameters and its connection to the wider search remain classified.

A fortified science-fiction outpost sits among dense alien vegetation.ENV 02
Authored environment // telemetry incomplete

Offworld Outpost

A fortified installation rises from dense alien vegetation. Its builders, present occupants, and value to the war are not yet confirmed.

The ISF Clumsy Automation spacecraft cruises against a colorful nebula.ISF 01
International Stellar Fleet vessel

Clumsy Automation

A registered deep-space environment built around the ISF Clumsy Automation—a human ship operating far beyond the safety of planetary cover.

03 // Prototype theatres

Four playable spaces remain outside the confirmed campaign.

The project contains four additional Survive & Extract environments. They are presented as playable prototypes because the surviving campaign records do not establish when, or whether, ZOA398 reaches them.

A deserted city intersection overgrown with vegetation after a societal collapse.PROTO 01
Registered combat theatre // telemetry incomplete

Post-Apocalyptic City

A Vulkil-occupied post-collapse city configured for repeatable Survive & Extract combat. The space is playable, but no authored campaign mission is attached to it.

PROTO 02
Registered combat theatre // telemetry incomplete

Icelandic Excavation

An excavation theatre with two extraction points and roaming Laminoferox fauna. Its mission array is empty, so objective, allegiance, and campaign placement remain unverified.

PROTO 03
Registered combat theatre // telemetry incomplete

The Refinery

An offworld industrial arena with randomized loot and hostile-AI infrastructure. No planet, faction, refinery objective, or narrative placement is currently authored.

PROTO 04
Registered combat theatre // telemetry incomplete

Conflicted City

A contested urban combat space with repeatable bot encounters. The recovered scene does not establish who is fighting, why they are there, or where it belongs in the campaign.

Contact file unlocked // XENOLOG

The people beyond Earth will shape the war.

The Xenolog records what ZOA398 learns about the people he meets and the field names soldiers use when diplomacy gives way to combat.