The Lost Sectors: Planets, Hazards, and Biomes That Want You Dead
By Ashton Data Publishing, LLC — boldly sending players into unsafe environments with confidence
Greetings, intrepid explorers!
Welcome to Dev Blog #8! After building stations, NPCs, and missions, we finally turned our attention outward — to the planets themselves. The Lost Sectors are vast, strange, and beautiful… and absolutely not OSHA-compliant.
This week was all about making planets feel unique, dangerous, and worth exploring.
Planet Generation: Every World Tells a Story
We implemented the first pass of our planetary generation framework. Each planet is assembled using a mix of handcrafted logic and procedural systems.
Every world now has:
- A unique climate profile
- Gravity level (your knees will notice)
- Atmospheric density
- Radiation exposure
- Native life (sometimes hostile, sometimes curious, sometimes both)
- Environmental hazards that actively try to ruin your day
Two planets may look similar at a glance — but play completely differently.
Biome System: From “Mildly Uncomfortable” to “Why Did I Land Here?”
Planets are now divided into multiple biomes, each with distinct rules.
Examples Include:
- Desert Wastes — Heat exhaustion, sandstorms, limited cover
- Frozen Tundras — Slippery movement, visibility loss, thermal drain
- Volcanic Zones — Toxic air, lava vents, unstable ground
- Radiation Flats — Geiger counters sing constantly
- Alien Jungles — Dense foliage, ambush predators, glowing plants that hiss
Each biome affects:
- Movement speed
- Weapon accuracy
- Stamina drain
- AI behavior
- Survival resource consumption
Your loadout suddenly matters a lot.
Environmental Hazards: The Planet Is Your Enemy
We don’t believe danger should come only from enemies. So planets themselves fight back.
Current hazards include:
- Electrical storms
- Radiation spikes
- Toxic fog
- Meteor showers
- Gravity fluctuations
- Sudden weather shifts
Hazards can:
- Interrupt missions
- Force rerouting
- Damage gear
- Separate squad members
- Turn a calm walk into a desperate sprint
Yes — weather can absolutely ruin your plans. We consider this a feature.
Wildlife and Alien Fauna: Nature Bites Back
We added early alien wildlife prototypes. These creatures:
- Roam in packs or alone
- React to sound and movement
- Defend territory aggressively
- Flee when overwhelmed
- Sometimes stalk players for… reasons
Not all wildlife is hostile. Some species are:
- Curious
- Defensive
- Territorial
- Surprisingly affectionate (at your own risk)
Pro tip: If something glows and clicks, don’t pet it.
Points of Interest: Why Exploration Matters
Planets now spawn Points of Interest (POIs), including:
- Crashed ships
- Abandoned outposts
- Ancient alien ruins
- Research stations gone wrong
- Mining sites with questionable safety records
POIs often include:
- Lore fragments
- Rare resources
- Unique missions
- Environmental storytelling
- Unexplained noises
Some POIs are safe.
Some are not.
All of them are tempting.
Planetary Navigation: Getting Lost Is Part of the Fun
Navigation systems are in early testing:
- Terrain-based map data
- Environmental markers
- Fog-of-war exploration
- GPS interference during storms
Sometimes your map lies.
Sometimes your compass spins.
Sometimes you follow the wrong signal and regret everything.
We’re comfortable with that.
Memorable Bugs of the Week
- A desert planet spawned with snow… inside the sand.
- Gravity briefly inverted during a storm. Players floated. Panic ensued.
- An alien jungle screamed when players walked through it.
- A meteor struck the same NPC five times in a row.
The NPC is fine. Emotionally? Probably not.
Final Thoughts for Dev Blog #8
The Lost Sectors are no longer just dots on a star map — they are places with personality, danger, and opportunity. Exploration is now meaningful, risky, and deeply rewarding.
Next week:
Dev Blog #9 — “Weapons, Gear, and Loadouts: Tools of Survival (and Poor Decisions)”
Until then, pack extra filters, watch the weather, and remember:
If a planet looks peaceful, it’s probably lying.