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Victor_The_Sage

Chub· 10 cards· 4 lorebooks· active –

Pause motion

A quiet sky. Close this note to let the colors and stars move again. This pauses the artwork, not the music; use the audio player for that.

✦ Victor_The_sageTHE STARBOUND WORKSHOP

A LITTLE HELLO FROM BETWEEN WORLDS

Hello,
I’m Victor_The_sage.

I make video games
and stages.

I like strange worlds, a little magic, and ideas big enough to get lost in. Mostly, I love turning those ideas into something you can actually play. Welcome to my corner of Chub.

VIDEO GAMESCHUB STAGESSPACE & FANTASY

Open a journal. Follow a thought. Some of the small marks have something to say.

i
A detail from the night shift.

In Echoes Beyond Fantasy, the night-watch guards sleep after sunrise. I like that sort of detail: even somebody standing at a gate ought to have a life beyond waiting for the player.

FOUND / A WORLD DETAIL
✧◇✦◇
✦✧✦
V
☾
a little magic.
an entire universe.
SOMEWHERE BETWEEN WORLDS
✧

WHERE I'M GOING NEXT

Video games & stages.
Made for Chub.

Going forward, I'll only be making video games and stages for Chub. That's the direction for my new work here. Below are two worlds from my workshop: one among the stars, one through the looking glass.

IN THE PROJECT Documented systemsDEVELOPING Work I’m pushing furtherCONSIDERING Questions, not promises

TWO DOORS. PLENTY OF POSSIBILITIES.

Come see what I'm making.

A ship beyond the stars. A path into the unknown. Open a journal and have a look around.

✧01 / THE DISTANT STARS

STANDALONE GAME · SPACESHIP RPG

Echoes Beyond Space

This is where I build among the stars. A modular ship to make your own, a crew to get to know, and a teleporter that keeps bringing new people and new problems aboard.

SHIP BUILDINGCREW & STORIESEXPLORATION

◈ IN DEVELOPMENT · STANDALONE WINDOWS GAME

Open the captain's log

IN THE PROJECT / THE CORE EXPERIENCE

A ship that is yours.

Build and refit a modular vessel, then manage the crew and the systems keeping it running. The construction and management are part of the game, not scenery behind a conversation. I like a ship that can become familiar: a place you have shaped, rather than a collection of interchangeable rooms you never think about again.

The teleporter is also a story premise.

Living travelers arrive aboard through the Teleporter Room. That gives the ship a reason to keep changing without abandoning its central setting. New people bring possibilities and complications into the same place you are already building. An unfinished vessel and a doorway into the galaxy are a wonderfully inconvenient combination.

A crew, not just a list of names.

Crew relationships and character-driven scenes sit beside the management game. This is where my love of visual-novel storytelling meets the systems side: I care about who is aboard, not only what job they do. The design goal is for the ship’s people and its practical problems to feel like parts of the same experience.

Something beyond the next jump.

Campaigns combine exploration, expeditions, faction politics and tactical combat. There is a galaxy beyond the hull, and the ship gives the player somewhere to return to. I want that relationship between the outside world and life aboard to matter: a journey should give the crew something to talk about, not just another destination crossed off a list.

How this version runs.

Space is a standalone Windows game, not a Chub Stage. Supported local or online providers can supply language, image and voice generation; the core game and player data remain independent of any single service. This profile introduces the development project. There is no installer embedded here, and the artwork above is not a gameplay screenshot.

Read the engineering notebook

DEVELOPING / THE DIRECTION I’M WORKING TOWARD

More history, less reset.

Persistent memories, crew development, random events, upgrades and interconnected systems are things I have repeatedly wanted to push further. I want a vessel with a history: relationships and past scenes should matter later. That is a creative direction, not a claim that every possible memory or consequence is already simulated.

Depth includes the unglamorous work.

New ship and crew mechanics, events, factions, interface improvements, balancing and fixes all belong in the workbench. I would rather keep developing something ambitious properly than abandon it every time a shinier idea arrives. A beautiful interface is welcome; so is a button that reliably does what it says.

CONSIDERING / QUESTIONS I KEEP PULLING ON

What if rooms have ownership? What if damage changes a scene? What if a faction’s ship design has a recognizable personality? These are design questions I’ve raised, not a checklist of completed features or a dated release plan.

maintenance
A thought experiment, not a promised mechanic.

Suppose a room loses power. A purely numerical system changes a value. A story-aware system might also change who can work there, which conversation makes sense, or what the crew needs next. That connection is what interests me.

POWER→ROOM→SCENE
FOUND / A DESIGN SKETCH
☾02 / THE VALLEY OF ELARIA

CHUB STAGE · OPEN-WORLD FANTASY RPG

Echoes Beyond Fantasy

This is the door into Elaria. Make an adventurer, bring companions or travel alone, and step into a fantasy world of connected towns, guilds, dungeons, and people with lives of their own.

LIVING TOWNSD20 COMBATYOUR ADVENTURE

◈ PLAYABLE SYSTEMS · CHUB STAGE IN DEVELOPMENT

Open the adventurer's grimoire

IN THE PROJECT / DOCUMENTED PLAYABLE SYSTEMS

Start with your own adventurer.

Shape your hero’s appearance, personality, bonds, flaws and backstory. Character creation includes races with subraces and lineages. Begin alone or choose up to four companions, mixing local cards, individual Chub imports, random characters and generated adventurers. Portrait uploads let you put your own visual stamp on the party; those images persist in saves and supply combat tokens.

Four towns, not one painted backdrop.

Visit Timberborough, Tramornmouth, Riverdale and Crossroads Reach. Roads, gates, furnished interiors and connected journeys give you actual places to move through. Timberborough has its courtyard guild estate; Crossroads Reach has its own distinct institution and local investigations. I like settlements with their own reasons to exist, rather than the same service menu wearing four different names.

People have somewhere else to be.

Residents follow routines involving work, shopping, outings and sleep. Local adventurers prepare for contracts, leave town and return with results. Cooks buy ingredients and bake pies; farmers work through their fields. Those details are part of the appeal. They suggest people with days of their own, not a crowd assembled entirely to look busy around your quest.

Adventures on the ground you are standing on.

Fifth-edition-style d20 combat takes place on the exploration map, using movement, resources and death saves. Contracts, guild expeditions and encounters sit alongside progression through levels 1–20. Multi-floor dungeons, traps, secrets, puzzles, camps and escalating bosses already belong to that playable foundation. There is room for an adventure to grow beyond a single encounter.

Consequences with a place to live.

Persistent containers, loot, witness memories, fines, guild trust and relationships give actions something to attach to. Theft uses checks against nearby witnesses, and guard intervention can follow hostile actions. I enjoy that mix of freedom and response. The point is not to punish curiosity; it is to make the world notice what happened in it.

An adventure you can come back to.

The Stage has five save slots. In Chub, the save library belongs to the current chat; local development uses browser storage. Character sheets, dialogue history and interface controls help you keep track of the experience. Text size, colors, panel width and dialogue height are adjustable. The world clock pauses during conversations, services and combat, and while the game is closed.

Use the native Stages tab below this profile to find published Stages. This grimoire is an introduction, not an embedded copy of the game.

Read the field notes from Elaria
The cellar is an actual cellar.

At Mara’s house, you can descend the kitchen stairs, fight six persistent goblins, search their bodies and return for payment. That is exactly the scale of adventure I find charming: somebody has a very immediate household problem, and now it is your problem too. Not every memorable evening needs a prophecy.

The East Gate is not waiting for a cutscene.

A twenty-goblin raid can bring existing guards into a fight while civilians seek shelter. The player can walk over and join that same battle. Watching the gate does not teleport your adventurer there. I like an event that belongs to its location, instead of a dramatic description that quietly forgets where everybody is standing.

Living systems have boundaries.

Residents have scheduled market visits, but individual household budgets and purchases are not yet simulated. That distinction matters to me. Routines and trading systems can already make a place interesting without claiming that every coin in every household is accounted for. A world can be ambitious and honest about its unfinished corners.

supplies
A tiny supply-chain appreciation note.

The cooks buy ingredients and turn them into saleable pies. Twelve trading caravans supply markets across the region. I enjoy that humble end of worldbuilding almost as much as the dungeon end. Sometimes the fascinating question is not “who is the final boss?” but “where did this inn get the flour?”

FOUND / THE UNEXPECTEDLY IMPORTANT PIE

These are project introductions, not promises that every idea is finished. The worlds are still being built.

ON THE WORKBENCH, NOT A RELEASE CALENDAR

Where these worlds go next.

The foundations exist. The next layer should make them more connected, more readable, and more worth returning to.

IN THE PROJECTS

Ship construction and crew-centered campaigns. Fantasy towns, companions, d20 combat, dungeons and saves.

DEVELOPING FURTHER

More depth, clearer interfaces and consequences that connect to the systems already there.

STILL QUESTIONS

Experiments and design possibilities. Questions to explore before they become a feature or a commitment.

01 Fantasy: build on the world that already exists.

The continuation plan is additive. It builds on the towns, characters, rules, crafting, social life, travel and saves rather than replacing them with a different game.

Readable combat choices. The next layer includes wider spell forecasting, prompted reactions and better explanations of costs and consequences. Existing reactions can resolve automatically; an Ask / Automatic / Off policy is further work, not something I am presenting as finished here.

A world with more useful objects. Doors, crates, barrels, furniture and barricades are part of the environmental-interaction plan. The interesting challenge is connecting an object’s contents, ownership, cover and saved state instead of treating it as an isolated combat prop. Elevation is also specified work, not a finished feature created by tinting a tile.

More authored life in Crossroads Reach. Bespoke landmark interiors, companion-specific scenes and further quest chapters belong to the remaining work. Broader civic consequences should grow out of the existing settlement rather than pretend every social outcome has already been simulated.

Better access to the game. Device-independent navigation, inventory comparison polish and accessibility validation are part of the plan. Full controller support is not being advertised as complete. Clear choices and a dependable interface matter just as much as another elaborate mechanic.

02 Space: make the systems carry more of the story.

My direction for Space is still the connection between the ship, its crew and its history. More mechanics only help when they create interesting choices or meaningful situations. Memory should connect to relationships. Damage should connect to how life aboard feels. An upgrade should give the player a reason to care, not merely another number to admire.

That includes presentation, interface work, balancing and fixes alongside the larger ideas. I like ambitious systems, but I also want the player to understand what the hell just happened. The engineering notebook in the Space card separates those aims from the questions I am still considering.

03 The direction for my new work on Chub.

I’ll be focusing on video games and stages for Chub. More interaction, more atmosphere, and more ways to make a world feel like somewhere you can actually do things. For now, the two Echoes Beyond projects are the worlds on my workbench. I’m interested in what those experiments teach me about the next stage or game.

I want to keep exploring characters who remember, choices that leave a mark and mechanics that give people stories I did not completely plan. Some ideas will survive testing; others will turn out to be a spectacular way to create three new problems. That is what the workbench is for.

A FEW PAGES FROM MY NOTEBOOK

Curious things. Useful tangents.

A little of the thinking behind the worlds, and a few things that are here because they make me happy.

01 How a small idea becomes a whole bloody system.

I tend to start with a simple question and keep pulling on it. What happens if the crew remembers everything? What if a room belongs to somebody? What changes when a place has routines instead of just inhabitants?

Then the story and mechanics start supporting each other. That is the bit I love: choices create pressure, pressure creates situations, and suddenly the player has a story that was not sitting in a prewritten box waiting to be collected.

I want unexpected outcomes without taking away the player’s ability to make meaningful decisions. Weird is good. Random nonsense that ignores the rules of its own world is a different thing entirely.

connect the dots
The creative process, with the honest final step.

The fun is in the connections. The fourth step has an impressive habit of arriving without an invitation.

IDEA✧SYSTEM✧STORY✧MORE PROBLEMS
FOUND / A VERY SMALL SYSTEM MAP
02 Give me one fictional village…

I’m massively into D&D and fantasy. Characters, stories, maps, magic systems, civilizations and economies nobody asked me to invent. Give me one village and I will somehow return with its agricultural exports, tavern menu, sewage infrastructure and three hundred years of grudges.

This is useful for the projects, occasionally. It makes me care about what a guild does between adventures, how somebody gets to work, and why a settlement feels different from its neighbor. It also means a perfectly innocent village can acquire a drainage department before I have named the innkeeper.

It was supposed to be a simple village. There is now a sewage department.

today’s specials
From a completely imaginary tavern.

Soup of Uncertain Provenance. Pie of Adequate Structural Integrity. A complimentary argument about the drainage budget. This is a profile joke, not a list of items promised for either game.

FOUND / A TAVERN MENU NOBODY REQUESTED
03 Atmosphere is not just the wallpaper.

I make R&B and House music, and I enjoy photography. I like rhythm, mood, framing and those little moments that feel genuine rather than manufactured. The same interest shows up when I am thinking about a game’s presentation: the atmosphere and the interaction should belong to the same experience.

I also love hiking, nature, trails, gardening, reading and gaming. Not every hobby needs to become a mechanic. Sometimes a quiet place is simply a quiet place, and my brain can shut the fuck up for five minutes. That is a perfectly good feature.

Professional collector of hobbies I absolutely did not need another one of.

04 What’s a Stage, anyway?

A Stage is software you can add to a Chub chat. It can add interfaces, interactions and other features; for me, it is a way to make the chat feel more like a place you can actually do things in.

Fantasy is a Chub Stage. Space is a standalone Windows game. They share my love of characters and systems, but they do not run in the same place. This profile is the introduction to both, not a playable copy of either.

Read Chub’s guide to using a Stage ↗
05 The short personal note.

I’m Victor_The_sage: game developer, musician, photographer and massive nerd with a frankly unreasonable hobby collection. I’m curious, friendly, mischievous, and very capable of turning “this might be neat” into an unnecessarily elaborate mechanic.

I like strange worlds, thoughtful people, ridiculous conversations and making things worth spending time in. Sometimes serious. Sometimes a complete goblin. Frequently both. That is enough biography; the worlds are the interesting bit.

A familiar in the margins.

Optional companion acquired.
Carries: enthusiasm.
Provides: no inventory space.
Definitely has opinions about your side quests.

PROFILE-ONLY, IMAGINARY COMPANION
06 Got a story, an idea, or a very strange bug?

Tell me what you enjoyed, what confused you, and what completely unexpected thing happened while you were playing. Memorable crew stories, confusing systems, balance problems and accidental disasters all tell me something useful.

For bugs, include which game or Stage you were using, what you were doing, what you expected, and what actually happened. A screenshot and the steps that led up to it help much more than “it’s broken.” Please leave passwords, API keys and private conversation details out of anything you share publicly.

You don’t need a polished pitch or an emergency transmission from a collapsing moon. “I’m not entirely sure how this happened, but…” is a very promising opening line.

✦

Anyway. I'm glad you're here.

Thanks for taking an interest in what I'm making. Have a look around, open a few doors, and make yourself at home.

See you in the next world,
Victor_The_sage

✧ A suspiciously shiny rune
You found the unnecessary secret.

Of course I put a hidden room in my profile. I'm a Chub user making games and stages, not the person who built the site. Apparently, giving me profile customization tools also results in a secret biscuit.

Your reward: one imaginary enchanted biscuit, and the knowledge that I absolutely could have spent this time fixing a bug.

♫

A little music while you're here.

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Victor_The_sageVideo games. Stages. A little magic between the stars. ✧

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