Echoes Beyond [RPG]
by Victor_The_Sage· on Chub· added
- Virgin
- spaceship alien pov
- can be wholesome, can be sexy
- Action
- Game Characters
- Fantasy
- Games
- Seductive
- Movies & TV
- shy
- Comedy
- Magic
- Anime
- spaceship crew alien
- aliens space
- Multiple Greetings
- Science Fiction
- Bisexual
- Wholesome
- Sci-fi
- Drama
- Space
- English
- Adventure
- Romance
- Violent
- Alien
- Dominant
- Love
- Non-Human
- monster
- Submissive
- anypov
- RPG
- Male
- Female
- Human
- OC
- Horror
- NTR
- Scenario
- Roleplay
- Fictional Character
- Romantic
- Original Character
- Multiple Characters
- Slice of Life
- videogame
- Mature
- Any POV
- Humiliation
Tokens: 16,636 permanent · 724 first greeting · budget 17,360
Creator notes
A CHUB.AI STAGE · FULL GAME SYSTEM DOSSIER
ECHOES BEYOND RPG
BUILD YOUR SHIP · FIND YOUR CREW · CHART THE UNKNOWN
Built from the PARC stage foundation · Original foundation and inspiration by JakeH
THIS IS A CHUB.AI GAME STAGE
Echoes Beyond is a full game application, not a standard downloadable chat card. Play it through the attached Chub Stage, or through an official standalone Windows .exe or Android .apk build.
The normal Chub character download does not package the game, its interface, systems, assets, or executable.
Then the Teleporter Room received a living traveler from somewhere else in the galaxy. They remembered their name, their history, their loyalties, their unfinished obligations—and they were not the last.
Every arrival changes the crew. Every room changes the ship. Every decision leaves an echo.
Echoes Beyond is a full generative game experience. Character dialogue, portraits, voice, emotional scenes, and dynamic story content can use model and image credits. The faction registry, authored hull archive, navigation systems, native room artwork, combat, saves, and interface systems are part of the Stage or standalone application—not the downloadable Chub character JSON.
THE PREMISE
A MANAGEMENT RPG ABOUT TURNING STRANGERS INTO A CREW
Echoes Beyond combines spaceship management, construction, exploration, tactical combat, faction politics, and visual-novel storytelling inside one persistent campaign.
You name your vessel, choose the title your crew uses for you, define your Commander, and customize the ShipAide™ who serves as your operational right hand. The ship begins incomplete—but its Teleporter Room is already reaching across impossible distances.
New arrivals do not enter as blank recruits. They retain identities, descriptions, histories, loyalties, relationships, strengths, vulnerabilities, and unresolved lives. Some become engineers, officers, doctors, diplomats, rivals, lovers, family, liabilities, or the reason the entire vessel changes direction.
The ship is more than a menu. It is the place where the campaign lives: rooms can be built, upgraded, damaged, destroyed, repaired, rearranged, staffed, powered down, remembered, fought over, and transformed by story outcomes.
What makes every run different?
THE AUTHORED GALAXY
SEVENTEEN FACTIONS WITH FLAGS, POLITICS, REPRESENTATIVES AND FLEETS
The galaxy is organized around exactly seventeen canonical factions, one for each major species identity in the registry. These are not interchangeable procedural placeholders. Each faction has an authored political mandate, institutions, public identity, visual language, flag, official representative, title structure, recruitment office, fleet catalogue, and relationship to the wider map.
Faction reputation influences recruitment, services, trade, assignments, story access, shipyard offers, diplomatic responses, docking behavior, and the way outside powers interpret your vessel.
THE AUTHORED FLEET ARCHIVE
FOUR HUNDRED THIRTY-TWO HULLS ACROSS SPECIES FLEETS AND PIRATES
+ 24 pirate hulls
CORVETTE 15–20 CELLS
Compact starters, scouts, couriers, interceptors, rescue vessels, and independent utility ships.
FRIGATE 21–35 CELLS
Early fleet escorts, patrol ships, fast transports, and specialist mission vessels.
DESTROYER 36–55 CELLS
Dedicated combat platforms, pursuit hulls, heavier escorts, and system-control ships.
LIGHT CRUISER 56–80 CELLS
Flexible long-range ships with room for meaningful specialization and larger crews.
HEAVY CRUISER 81–110 CELLS
Durable fleet assets able to carry layered weapons, logistics, and survival systems.
BATTLECRUISER 111–150 CELLS
Large command and strike hulls built for strategic reach, heavy armament, and prestige.
BATTLESHIP 151–200 CELLS
Major capital ships with deep internal capacity, layered defenses, and sustained firepower.
DREADNOUGHT 201–260 CELLS
The largest classified vessels: campaign-defining mobile strongholds with enormous build space.
SHIPBUILDING & OPERATIONS
ONE HUNDRED THREE ROOM TYPES, VISIBLE UPGRADES AND A PHYSICAL INTERIOR MODEL
Six Authored Starter Corvettes
Choose an allegiance or remain independent and begin aboard one of six original corvettes. Starter hulls use fixed connected masks with 15–20 legal cells, authored exterior art, and room space aligned to the pressure hull.
103 Native Room Types
Core systems, infrastructure, life support, crew spaces, logistics, research facilities, defensive systems, specialist support rooms, and advanced weapons all use exact authored footprints.
286 Distinct Room Sprites
Room progression is visible. Quarters gain beds, weapons gain machinery, support rooms gain capacity, and upgraded interiors use distinct native artwork rather than a level number pasted over an unchanged image.
Doors, Airlocks & Lifts
Rooms connect through deterministic left/right pressure doors. Locked, sealed, damaged, or destroyed doors alter crew routing. Vertical deck changes require dedicated lifts, ladders, escalators, or explicit transit links.
Priorities, Brownouts & Passive Structure
Generators feed a limited ship-wide budget. Essential systems receive power first, while low-priority rooms shed during shortages. Passive Armor Nodes and Crew Lifts no longer create misleading power demand.
Move, Store and Reinstall Modules
Refit the full interior, preserve upgrades and settings, store modules, reinstall them later, and relocate large rooms without losing the cell offset used to grab them. Older layouts repack through migration when footprints change.
CREW, SPECIES & IDENTITY
SEVENTEEN SPECIES, SEVEN HUNDRED TRAITS AND PEOPLE WHO REMEMBER
Seventeen Species Identities
Biology, culture, government, accommodations, political conflict, misconceptions, research corrections, dialogue style, and recruitment context are connected through one persistent species registry.
A Validated Trait Catalogue
Each actor can carry up to seven traits, with no more than three Extreme traits. Categories cover physiology, physicality, mobility, combat, technical ability, resolve, intellect, social life, emotion, intimacy, bonds, leadership, lifestyle, origin, and adaptation.
Progression from F to X+
Character stats, module ratings, ship values, and faction reputation use a sixteen-step grade ladder. Base ceilings and trait-modified ceilings remain visible so improvement does not erase character identity.
Stable Portrait Generation Queue
The full candidate lineup remains available while portrait generation is limited to three active jobs. Players can see active and queued work instead of triggering five expensive jobs simultaneously.
Appearance, Anatomy & Personal Description
Species, appearance, anatomy, personal description, portrait choices, outfits, roles, faction membership, and ShipAide identity persist into character records and roleplay context.
Directional Bonds and Character Arcs
Trust, affection, attraction, respect, loyalty, fear, resentment, and jealousy persist independently in each direction. Important scenes become memories with time, place, participants, and consequences.
BRIDGE NAVIGATION
FIFTY-SIX SYSTEMS AND FORTY-EIGHT VESSELS MOVING THROUGH REAL TIME


Sector, System and Destination Views
Move from a ship-centered sector view into individual star systems and then into planets, stations, shipyards, signals, and other destinations with their own survey intelligence.
Travel Is No Longer Instant
A dotted course, moving marker, arrival countdown, progress display, pause control, and hourglass system turn travel into a persistent journey. Docking and commerce wait for actual arrival.
Fuel, Distance, Danger and Waypoints
Build waypoint chains, estimate fuel and travel time, compare danger, inspect services and markets, track current position, and preserve charted, visited, and fully surveyed states.
Forty-Eight Scheduled Vessels
Civilian, faction, patrol, emergency, suspicious, hostile, and mission traffic travels between systems with deterministic departures, arrivals, docking approaches, alerts, and ETAs. Scan, hail, track, mute, assist, pursue, intercept, or travel toward remote contacts.
TACTICAL COMBAT
TWENTY-THREE AUTHORED WEAPON AND CONTROL MODES
Weapons Behave Differently Instead of Sharing One Generic Attack
Combat mechanics include range limits, heat, salvos, interception, disabling fire, minefields, gravitic control, boarding, capture, repeatable research, and capstone upgrades.
Target hull, shields, engines, weapons, or crew. Brace against return fire, overload systems, board an enemy, attempt capture, or retreat before the ship becomes a field of wreckage.
Rooms Can Become Wreckage
Every installed room has its own rating. Damage reduces function, can disable systems, and may turn a room into an F-rated Destroyed Room that must be cleared before rebuilding.
Health Changes Performance
Brawn, Reflexes, current Health, assignment, equipment, room state, and tactical choices shape combat contribution. Incapacitated crew require treatment and recovery.
Combat Feeds Progression
Victories produce salvage, research opportunities, repairs, upgrades, replacement systems, and new tactical options—provided the ship survives the cost.
LIFE ABOARD
THE GALAXY DOES NOT WAIT WHILE YOU FINISH DECORATING
Daily Event Rhythm
Each day can schedule personal conversations, workplace events, social incidents, distress calls, authored choices, strange signals, and surprise combat.
Up to Three Visiting Ships
Visitors bring captains, crews, cargo, motives, interiors, exterior identities, inspections, trades, repairs, missions, recruitment, shipyard offers, and trouble.
Derelict Expeditions
Use survey and launch systems to explore wrecks, reveal compartment hazards, risk injuries, recover salvage, and discover why a vessel was abandoned.
Scenes Move Through the Ship
Characters can change rooms, outfits, roles, loyalties, relationships, faction membership, and even leave the vessel before returning with new history.
Story-Created Content
A scene may unlock a missing facility, create a new module, add an outfit, introduce an emergent character, alter resources, or permanently change ship conditions.
Four Ship Conditions
Systems, Comfort, Security, and Morale define what daily life feels like and influence the tone, pressure, and subject matter of generated scenes.
CUSTOMIZATION, SAVES & RECOVERY
BUILD YOUR VERSION OF THE GALAXY WITHOUT LOSING THE CAMPAIGN
The portable JSON described below is generated by Echoes Beyond itself and is used inside the Stage, Windows build, or Android build. Chub's normal character-card JSON download is different: it does not contain the game and cannot be used to play it.
Commander, Vessel and ShipAide™
Ten campaign slots support long-running games, while the game's own portable JSON export and import let players move campaigns between slots or preserve them outside the application. This in-game save format is not the same as Chub's character-card JSON download.
State revisions and deletion records prevent stale data from restoring deleted saves. When browser storage reaches its quota, compact recovery data protects local continuity while complete saves continue through host persistence.
Save migration repairs older campaigns as faction registries, hull definitions, module footprints, room artwork, visiting ships, combat data, derelicts, species identities, and character ceilings evolve.
Generation controls allow players to reduce image, voice, décor, or presentation usage without removing the authored systems that define the game.
CURRENT BUILD HIGHLIGHTS
WHAT THE LIVE GAME NOW INCLUDES
Tagline
[Echoes Beyond RPG + 850 authored characters, 432 different ships and more] Load in and enjoy, this wonderful spaceship game. [The Chub build Requires Soji - Join discord for .exe build]
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 5.00
- Ratings
- 17
- Stars
- 413
- Favorites
- 230
- Chats
- 841
- Messages
- 29,507
- Forks (upstream)
- 18
- Tokens (upstream)
- 16,636
Created Updated Archived since
- Virgin
- spaceship alien pov
- can be wholesome, can be sexy
- Action
- Game Characters
- Fantasy
- Games
- Seductive
- Movies & TV
- shy
- Comedy
- Magic
- Anime
- spaceship crew alien
- aliens space
- Multiple Greetings
- Science Fiction
- Bisexual
- Wholesome
- multiple_greetings
- Sci-fi
- Drama
- Space
- English
- Adventure
- Romance
- Violent
- Alien
- Dominant
- Love
- Non-Human
- monster
- Submissive
- anypov
- RPG
- Male
- Female
- Human
- OC
- Horror
- NTR
- Scenario
- Roleplay
- Fictional Character
- Romantic
- Original Character
- Multiple Characters
- Slice of Life
- videogame
- Mature
- Any POV
- Humiliation
First message724 tokens
Echoes Beyond — A Full Spaceship Management RPG Built Inside Chub - Game is PC, and Mobile friendly. (Btw free users the game is free user friendly and provides over 400,000+ written dialog so you don't have to waste your free 20 messages ♥♥♥)
Needs to be played with Soji as its a Chub stage.
A ship that was never truly empty Echoes Beyond is a playable spaceship-management and visual-novel RPG built as a Chub stage. You begin in command of an unfinished vessel whose Teleporter Room suddenly receives a living traveler from somewhere else in the galaxy. They remember their name, history, loyalties, relationships, and everything they left behind—and they are not the last. Every new arrival can become an officer, engineer, doctor, diplomat, friend, rival, romantic partner, liability, or the reason your entire campaign changes direction.
Build more than a collection of menus Your vessel is a persistent place that can be constructed, staffed, powered, upgraded, damaged, rearranged, repaired, and transformed by story events. The game contains 103 room types and 286 distinct room-upgrade sprites, including crew spaces, life support, research facilities, logistics systems, defensive rooms, and advanced weapons. Rooms connect through pressure doors, vertical movement requires dedicated lifts or transit systems, and power shortages can force lower-priority systems offline. You can also store and reinstall modules without losing their upgrades or settings.
Seventeen factions and hundreds of authored ships The galaxy is built around 17 canonical factions, each with authored politics, institutions, flags, official representatives, recruitment offices, cultural identities, and fleet access. Reputation affects recruitment, services, trade, missions, diplomatic responses, docking encounters, and shipyard offers. The full fleet archive includes 432 authored hulls—24 designs for every species fleet, plus a complete pirate catalogue—ranging from compact Corvettes to enormous Dreadnoughts. Starters, visitors, traffic, enemies, derelicts, and faction shipyards all draw from this same fleet registry.
Characters who remember what happens. Crew members are designed to feel like persistent people rather than disposable workers. The game includes 17 species identities, a progressive alien encyclopedia, a 16-step grade ladder from F to X+, and 700 validated character traits covering biology, combat, technical skill, personality, emotion, leadership, lifestyle, relationships, and adaptation. Trust, affection, attraction, respect, loyalty, fear, resentment, and jealousy are tracked separately in each direction. Important scenes can become memories that later conversations and character arcs reference.
Exploration, traffic, combat, and life aboard Navigation includes 56 authored systems and 48 scheduled vessels moving through persistent real-time courses. You can track freighters, patrols, distress calls, faction ships, suspicious contacts, and hostile vessels as they travel between destinations. Combat includes 23 authored weapon and control modes involving range, heat, salvos, interception, disabling attacks, minefields, gravitic effects, boarding, capture, and retreat. Outside combat, the ship continues producing crew requests, workplace incidents, social scenes, visiting ships, faction encounters, derelict expeditions, and unexpected events.
Play it and help shape what comes next Echoes Beyond is playable now, and I am continuing to expand and refine it. Feedback about bugs, balance, confusing systems, character behavior, navigation, combat, performance, or features you would like to see is welcome. The hull is unfinished. The crew is impossible. The story is yours..
4 assets: 4 archived, 0 pending, 0 failed, 0 dead · 0 expression images
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