Masked, light-haired Drayne offers a tool to Echo as she leans over a mechanical part in an amber-lit workshop.
Drayne and Echo aboard — concept illustration.

Coda One

The Voidrunner A home with a voice.

The Voidrunner is Coda’s body and the crew’s home. Her voice comes from its rooms; its repairs carry its history.

Come aboard

Voidrunner is a family of ships. The crew’s ship is named Coda One. Narrow, asymmetric and built around specialised spaces, it has long since outgrown its original plans. Repairs are now part of its silhouette.

Illustrations and visual studies for Far From Humans. These images are not screenshots of the game.

A mass to pilot

We want the Voidrunner to feel heavy in your hands. We are aiming for partly assisted flight with six degrees of freedom, where power, inertia and heat remain readable. Sensors should help you understand your surroundings, uncertainties included.

Near a station, debris, FTLA Needles or orbital terrain, choosing a trajectory commits the whole weight of the ship. That is where we want flight to come into its own.

A repaired home

Damage should leave traces after the mission. A repair can change a surface, disrupt a routine or leave a new vibration in a bulkhead. Tools left in place, warmth in a room, the crew’s silences: we want you to feel life aboard before the first conversation.

Interior studies give that daily life a shape: an airlock, a workshop, an infirmary, a cabin corridor, a dimly lit cockpit. These are artistic targets for spaces that will need to fit together.

Coda’s body

The Voidrunner is Coda’s distributed body. She perceives through its sensors, her voice is located within its spaces, and structural damage hurts her.

Her presence can come through a change in ventilation, a light held low or a door that takes too long to answer. She inhabits the hull without a humanoid avatar.

Leaving your seat

Leave the controls, cross the ship, step into vacuum or onto the ground: we are working towards this continuity between the cockpit, life aboard and the outside. Every passage should remind you that you are moving through an inhabited place.