We Are Earthborne

The year is 2276, and humanity has spread to twelve other worlds across the galaxy. But Earth, under the tyranny of a corporate government in Horizon Industries, is not the idyllic world we wish it would be. With Horizon holding a firm grip on the entirety of the Interplanetary Union, apathy and fear prevent anyone from assisting the citizens of Earth.

After a failed attempt to overthrow the government in 2260, the revolutionary group known as the Earthborne United has dwindled to a handful of supporters. And when their fearless leader, Adam Everest, is arrested and tried for treason, it appears that all hope is lost. But when their attempt to find Adam before his execution uncovers top-secret Horizon documents related to an off-world listening station, the key to a renewed attempt at revolution could lie in the hands of Ethan Covington, whose ship has crash-landed on an uncharted planet that holds a long forgotten secret.

While there was certainly a clear timeline of plot points, there was a wealth of backstory that we wanted players to explore in We Are Earthborne. Our goal was to create a living, breathing world. We set out to accomplish that goal by creating various tangible pieces of content, such as the Planetary Guide, which had information on everything from weather to travel advisories for the 13 planets that comprised the Interplanetary Union. We also created websites for various fictional entities, such as a monthly online newspaper. Some of the websites included interactive timelines, and towards the end of the game players could view and interact with a map of all interstellar flights through the hacking of the Stellar Transit Authority website. In addition, we had a live package drop at NYC Comic-Con.

The main storyline was told through a 12-part audio drama that totaled close to two hours. This weekly content was typically released on Thursday nights, and players (and characters) would gather in a chat to listen and discuss the events together.