How we taught the moon to hunt
A pursuit system should be frightening because the player understands it, not because its rules are hidden.

A light that remembers
In Black Star, the moon is a moving searchlight. It follows the traces left by loud movement, exposed machinery and careless crossings. We began with a simple question: can the environment behave like an opponent without turning every scene into combat?
Make the choice visible
Each warning has a readable cause. A radio crackles before the beam turns. Dust brightens along the route. A player who notices the pattern can choose a slower path, give up a tool or deliberately draw attention away from somebody else.
The game shown here is a fictional development concept; this dispatch documents its imagined design direction rather than a shipped mechanic.
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