System mechanic — endgame destination
The Sun
Fifth and final off-world destination · craft and launch the Solar Diver to reach it
You never see it from outside. The whole trip is first-person, sealed inside a one-person submarine hull — the Sun is entirely liquid, so there's no surface to land on, only depth to dive into.
What it actually is
The last of five off-world destinations (Moon, Vulcanis, Kryon, Aurelis, then the Sun), and it plays completely differently from the other four. The other planets are places you land on and walk around. The Sun is a dive — and the game is explicit that you are not coming back out the way you came (see "one-way ticket," below).
Aboard, you're navigating by two instruments that deliberately disagree with each other:
- Sonar gives a true bearing and range to points of interest.
- Your own plot is dead reckoning — worked out purely from heading and speed, with no outside reference.
- A current pushes the boat the whole time, so the plot and the sonar drift apart. Reading why they disagree is the actual navigation puzzle — the only thing down there that tells you where you really are, by being wrong in a consistent way.
Depth is the resource you spend
- Sonar range extends the deeper you go: 900m at the surface, up to 2,520m at 900m down.
- Past 900m, the hull takes real damage on a clock — 6 points per 100m of extra depth, per second. At 1,400m that's 30 hull/second the whole time you're there.
- If your hull reaches zero, you founder — ejected, boat reset, but whatever you'd already logged on this dive stays recorded. A bad dive costs the dive, not your progress.
It's a one-way ticket
The Solar Diver is the only vehicle in the game never returned to you by any path. Every other rocket gets handed back so you can fly it again. The game's own source comment puts it plainly: "it flies into the sun and the whole point is that you do not come out." Surfacing at the end of a dive is how you leave, not a return flight.
How to get there
Craft a Solar Diver (recipe tier rocket_mk5):
| Iron Bar | Gold Bar | Fuel | Crystal | Alien Alloy | Plasma Core | Hollow Crystal | Vulcanite | Ember Glass |
|---|---|---|---|---|---|---|---|---|
| 800 | 260 | 420 | 300 | 180 | 150 | 90 | 90 | 70 |
The recipe leans hard on Alien Alloy and Plasma Cores on purpose — both are most easily mined (rather than looted from kills) on Aurelis, the planet one rung below, so paying this recipe is meant to be evidence you actually worked that rung. Not the only way to get there (both materials also drop from kills), just the intended one.
Level requirement: Total Level 1050, both to craft and to launch. This number moved twice after launch — see Version History.
Version history
- Added ("THE SUN"). Launched with a Total Level requirement of 3000 and the full submarine mechanic described above.
- Found that the original planet requirements translated to wildly uneven amounts of real playtime once measured against the XP curve — the step from Aurelis to the Sun alone would have been roughly 80% of the entire journey. Brought down from 3000 to 1200, alongside similar cuts to Vulcanis and Kryon, so each planet feels like a reachable next goal.
- Brought down again, from 1200 to the current 1050, to sit directly above the Ring/Aurelis requirement with the same "always a next rung" logic.
- Tidied up how the requirement is stored — the crafting recipe used to carry its own hardcoded copy separate from the actual live gate, a duplicate-number bug waiting to happen. Wired to read from the same constant the launch check uses.
- Fixed dying aboard the Sun sending you to an ordinary Earth respawn while the game still internally believed you were aboard — traced to the game's dungeon-exit code paths forcibly clearing a flag the Sun also borrows, before the Sun's own death handling could run.
- The same class of bug recurred, much later — not a new problem, a regression of the earlier fix, as more dungeon-exit code paths were added over time that cleared the same shared flag. This time the effect was measured directly: the game tried rendering Earth terrain inside the submarine, building 76 Earth terrain meshes inside the hull at the bottom of a star. Fixed more durably by having the Sun's own systems re-assert the correct state every tick while aboard, rather than depending on every exit path remembering to clean up after itself.
- Fixed being able to walk straight out through the hull. Interior spaces in general deliberately have no side walls in this game — a shop built over a mountain shouldn't be able to eject you onto the peak outside — but that same rule left the submarine's own hull with nothing to stop you either, so walking at a wall put you 74 metres outside the ship, adrift in the Sun itself, with the HUD still calmly reporting you as aboard. The submarine now opts in to real walls, on its own, without changing how any other interior in the game behaves.
Trivia
- There's also a boss called "The Sun Engine" in the Clockdesert biome back on Earth — unrelated to the actual Sun dive, a different thing that happens to share part of a name.
- The Sun is the only "planet" rung where arrival is a dive rather than a landing — every other rocket flight ends with you standing on a surface you can walk off of.
- The recipe's heavy lean on Plasma Cores and Alien Alloy means a well-prepared Aurelis trip basically pre-pays for the ticket to the Sun.