The Pulse - September 2025
Welcome to the first proper monthly update on development for The Frontier! These updates will be posted in this thread on the 3rd or 4th week of each month.
My goal with the Pulse is to provide a deep dive on individual features, focus on reveals, and also summarize development on a monthly basis. This is similar to work I did with Estheria: A Realm Divided. As these can be long, I have broken each section into dropdowns that you can open/close at will to compartmentalize.
Now, let’s dive in!
Development Recap
Development Recap
Throughout both August and September I was able to make substantial headway on key blockers within The Frontier. These included:
- Logic rewrites for Salvage
- Implementation of relationship scoring and tracking mechanics.
- Development of the backend for the dynamic economy system.
- UI and implementation steps towards shopping, which is modular and can be applied across the settled systems.
- Travel functionality within Turnspire with multireplace.
All together, a shit-ton got done. For this month, we’re going to talk about how I perceive a dynamic economy, and what I’m doing within ChoiceScript to bring this to life.
Living and Breathing (Economy Breakdown)
Living and Breathing
When I set out to make The Frontier, my goal was to create something that truly felt alive. Every choice should make a change, whether small, medium, large, or catastrophic.
As I implement mission (quest) chains that branch out and vary throughout the settled systems, my goal was twofold:
- Missions were meant to be meaningful, and have self-contained stories.
- That should they narratively impact supply chains, resolve work for vendors, free up company resources for development, or overhaul an economic component (touching the economy at all), that this can actually be both seen and felt.
As a result, I look at every quest within a software known as ArcWeave. From a top-down perspective, I analyze what they touch in the universe, and then decide on impacts.
To ensure that this would be felt within shops, I created inventory tables that shops can pull from based on a variety of markers that determine both stock, if they carry the item at all, and lastly use small subroutines to update pricing based on events in the local or universal economy.
This way, if you truly do something that has a broader impact; let’s give the example of a quest where you infiltrate a weapons production facility. Should your actions actually cease production or even slow it down, local arms dealers may suddenly lose stock of weapons that would normally be produced by that facility/company. Or we may see prices jacked up to take advantage of the limited stock and press on demand. Perhaps you saw something you saved up for that was a brilliant looking rifle statswise, your choice caused it to be out of stock with the local shop, and you now have to turn to black market dealers who have it, but at a 100% jacked premium in cost.
This is a lot to track and so I use a variety of ArcWeave, local testing, and Obsidian.md markdown files to keep it cohesive.
Where are we?
Where are we?
I’d say the game is making stellar progress towards an initial WiP build. When we get there, you’ll get to experience:
- Full on character creation with the P.R.O.T.O.C.O.L. system for stat allocation.
- Two romance options (one male, one female) introduced. You’ll be able to embark on two hangouts with each that’re custom-crafted.
- Housing introduction. Sleep the night away. Shower your worries as the grime falls off. Cook and eat to your heart’s content. Browse the Net and check your emails, who knows what’s available for the prowl? Could be small chats, could be breaking news, maybe you’ll even look at the financial markets.
- Experience the intro mission and three dynamically generated missions for salvage as the first profession of the game.
- Explore Turnspire Station as you move through the Stacks, Wingspan Commercial District, Trakspan Industrial District, Dockline hangars, and take your first delve into the mysterously off-limits zone known as the Blue.
- Meet the elusive SYNTH, and embark on the beginnings of a universal conspiracy event.
- Shop for housing decorations, weaponry and armor, and more.
- Explore the lore and background of The Frontier through the Universal Information Center (U.I.C.)
- Much, much more!
All in all, we are targeting a first WiP build between 200k-400k words including code. I’m really really antsy and excited, and hope to get this out by the end of this year if I’m lucky. There’s quite a lot still to be done!
Anyways, thank you so much for taking the time to read this, and I’m eager to share more on The Frontier in the coming weeks!
~Zach