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Project Nexus: The Ending

Project Nexus: The Ending is a story-driven science-fiction investigation game currently in early development by Tir Na nOg Games Studio.

Set in a dystopian future where Earth’s government increasingly relies on powerful Corporate Guilds, the game follows a small Government Security crew sent to investigate a series of disturbing incidents connected to escaped prisoners, rebel activity, and a secret biological research programme.

What begins as a routine security investigation gradually becomes a moral crisis that threatens to divide the crew and expose the true nature of the system they serve.

The Premise

The player serves aboard a Government Security vessel capable of travelling between planets, stations, colonies, and remote facilities.

Rather than controlling the ship directly through a vast open-space environment, the player selects destinations from the bridge. Each location forms part of a focused investigation containing characters to question, evidence to collect, restricted areas to explore, and decisions that influence the final outcome.

The ship acts as the central hub of the game. Its principal compartments include the bridge, engine room, cargo bay, crew quarters, medical facilities, and investigation area.

From the bridge, the crew can travel to new destinations while a large viewscreen displays the planet, station, or region of space outside the ship.

The Investigation

The central case concerns an illegal biological experiment carried out by the Darkmoon Security Directorate, a private mercenary Corporate Guild operating under Government contracts.

Darkmoon used prisoners as test subjects in an attempt to create aggressive super-soldiers without empathy, conscience, or moral hesitation.

The intended soldiers were supposed to follow any command and carry out operations that ordinary personnel might refuse.

The experiment failed catastrophically.

Some of the prisoners died violently during the procedures. Others were transformed into unstable and aggressive mutants who could no longer understand instructions or distinguish friend from enemy.

Darkmoon then attempted to conceal the programme, destroy the surviving evidence, and blame the resulting violence on escaped criminals and rebel forces.

The player must discover what happened, determine who is responsible, and decide whether the truth should be exposed or buried.

The Crew

The player is accompanied by four principal crew members, each with a different attitude towards the Government, the rebels, and the Darkmoon investigation.

Bill Williams — Pilot

Bill is initially loyal to Government Security and believes that his work protects ordinary people.

As the investigation continues, he becomes increasingly disturbed by what Darkmoon has done. His loyalty begins to shift when he realises that many of the people described as rebels may actually be victims fighting against corporate oppression.

By the end of the story, Bill may be prepared to disobey orders and help the rebels escape.

Ronny Hall — Engineer

Ronny is a capable engineer who believes that survival depends upon following orders.

He fears losing his employment, being arrested, or being killed by the people who control the Security system. Even when he recognises that Darkmoon’s actions are wrong, he remains reluctant to challenge his superiors.

Ronny represents fear, obedience, and the danger of remaining silent.

Lilly Waters — Medic

Lilly begins the investigation as a loyal Security medic, but her medical knowledge allows her to understand the full extent of the prisoners’ suffering.

She recognises that their condition was deliberately created and that the surviving mutants are not simply monsters, but victims of systematic experimentation.

As the truth is uncovered, Lilly becomes sympathetic towards the rebels and considers leaving Security to join them.

Bernard Holloway — Investigations Officer

Bernard is blindly loyal to the Government and the Security establishment.

He believes that order must be preserved regardless of the methods used to maintain it. Even when confronted with evidence of murder, torture, and illegal experimentation, he remains determined to protect the system.

Bernard views the rebels as enemies and may become increasingly hostile towards any crew member who questions official orders.

By the final act, he is prepared to kill the rebels and destroy the evidence to prevent the truth from being revealed.

Gameplay

Project Nexus is planned as a focused narrative adventure combining investigation, exploration, dialogue, and moral decision-making.

The player will:

  • Explore the Security vessel and several planetary or station-based locations.
  • Question witnesses, suspects, prisoners, rebels, and corporate personnel.
  • Search rooms and restricted areas for physical and digital evidence.
  • Review discoveries aboard the ship.
  • Speak with crew members as their loyalties begin to change.
  • Decide which evidence to report, conceal, or expose.
  • Choose whether to support Security, Darkmoon, the rebels, or an independent course.
  • Face dangerous mutants, hostile mercenaries, and internal conflict aboard the ship.

Combat may occur, but the heart of the game is the investigation and the player’s response to the truth.

Choices and Consequences

The crew will not remain united throughout the story.

Bill and Lilly may support the rebels. Ronny may agree that Darkmoon is guilty but remain too frightened to resist. Bernard may regard the entire crew as compromised.

The player’s decisions may determine:

  • Whether the surviving prisoners are rescued or destroyed.
  • Whether Darkmoon’s experiment becomes public knowledge.
  • Whether the rebels escape with the evidence.
  • Whether the crew remains together.
  • Which crew members survive.
  • Whether Bernard is persuaded, arrested, abandoned, or confronted.
  • Whether the player remains loyal to the Government or turns against it.

The final confrontation may take place aboard the Security vessel itself, with different crew members attempting to control the bridge, engines, communications, weapons, or escape routes.

The World of Project Nexus

Project Nexus takes place in a future where Corporate Guilds have gained enormous political and military power.

Governments still exist, but many of their responsibilities have been outsourced to corporations that maintain private armies, prisons, research facilities, trade routes, and entire colonies.

The Darkmoon Security Directorate presents itself as a professional protector of civilisation. Behind that respectable image, it conducts covert operations that Government officials do not wish to acknowledge.

Rebel groups oppose this growing corporate empire, although their methods, beliefs, and motivations vary. Some are freedom fighters. Some are criminals. Others may be just as dangerous as the system they oppose.

The player must decide whom to trust in a world where every faction has secrets.

Development Vision

The game is currently planned as a compact single-player experience built in Unreal Engine.

Its central ship will act as a reusable narrative hub connecting approximately four or five principal destinations. This structure will allow the game to create the feeling of an interplanetary investigation without requiring a fully open or flyable universe.

The first prototype will focus on building the ship interior, including its bridge, engine room, cargo bay, sleeping quarters, medical area, and investigation facilities.

Later development will introduce destination selection, dynamic bridge viewscreens, dialogue systems, evidence collection, crew relationships, mutants, corporate forces, and the branching final confrontation.

Current Status

Project Nexus: The Ending is in the early design and prototype stage.

The story, principal crew, central conspiracy, and overall game structure are now being developed. The next major objective is to create the prototype Security vessel and establish the main exploration and investigation systems.

Project Nexus is intended to become a tense science-fiction mystery about loyalty, fear, rebellion, and the cost of exposing the truth.