💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
August 26, 2025

What I've been up to [Starsector]

So I've been on hiatus for a few years. And I expect this news will be exciting for some of you and disappointing for others.

But my tastes and plans have changed significantly since I fell out of Starsector Modding.

So when I decided I wanted to return to this game, Legacy of Arkgneisis was too far out of what I wanted to be doing, and far too grand in scope for me to simply return to work on it.

That scope is part of what burnt me out to begin with, and too much of what It was meant to become is incompatible with my modern vision.

I will continue to keep it updated such that it remains playable, but active development into LoA 2.0 will no longer continue.

Instead: I am at least personally happy to officially announce the ongoing development of Trails of Tooth and Claw

This mod does quite a few things. People are more or less aware of my plans for LoA 2.0 by this point. Some of those plans are being scrapped, others are being adapted for this new mod. At its core, TTC cannonically moves the Exodus mentioned and hinted at in LoA from a nebulous point in the past to -right now-

Three Factions, the Emergency Council of Arkgneisis, The Frontier Security Council, and the Remainder, will arrive at the Persean Sector roughly within a specified timeframe after the start of a campaign, and will slowly migrate their way across to the other side of the map over about 25 cycles, and then they will leave.

All of these systems are already implemented and functioning, we are still polishing things up, but the foundation of this mod is -already working-

What's left to do, is content. What happens between their arrival and their departure, what ships and weapons they have, all of it is still a work in progress.

The mod currently contains 23 ships, accounting for totally unique hulls, modified vanilla hulls, and hulls that have been given facelifts and ported over from LoA, with the vast majority belonging to that first category.

It also contains a modest but growing roster of faction equipment. I do not intend on giving these factions entirely self-sufficient rosters, they will have access to vanilla equipment, and there are both narrative and mechanical reasons for this. But this leaves me the freedom to focus on adding things that are cool and interesting, rather than more mundane things the rosters might otherwise require to function.

And again, many of these items are totally new, some are being adapted from LoA, given fresh coats of paint, and integrated in new and exciting ways.

I am still quite a ways off from a hypothetical 1.0 release, there's a lot of art I need to make before I'd feel confident in a public release. But until then, I would be grateful for any support any of you wish to provide, and I am grateful for all of the support I've received since I went quiet, this Patreon will remain a tip jar for people who like my work, nothing will be paywalled, but I am not a wealthy man in real life. I doubt I'll ever receive the kind of donations that would allow me to cut back on commissions, but yall make my life just a little bit easier.

Comments (2)

T
Tacoman · August 27, 2025

Ooh, the migration mechanic sounds super interesting. By the way you said the systems have been implemented, I assume they're going to follow a fixed path every game? Will they make temporary colonies in those systems, or do they have a mobile base like in LoA? I'm also very interested in the PD showcased in the video. I always love not having to deal with bullshit missiles.

G
Gwyvern · August 27, 2025

They do not have a fixed path! We have an entire system for determining and choosing the next stop on the journey and how long each jump takes that depends on the local arrangement of systems. The 20 cycle figure for them to cross the sector is an average, it will vary depending on the layout of a given campaign, and while the routes will generally fall into two categories (Under the Core systems and over them) they are not pre-determined.