When I was working on my last game, Glow in the Dark, I ran into this late-game slump where I'd foolishly formatted the text in my draft and now had to redo all the graphic design work. I'm proud to say that apparently that was a learning experience, because I've moved the Insomniacs text over from my google doc into Affinity Publisher way earlier than I did for Glow.
A phenomenon that I've seen crop up in different media is the use of geometric shapes as otherworldly counterpoint to the "normal" world. It's eerie without being traditionally creepy, but I wonder if there is some base fear these portrayals are delving into or if it's just become shorthand for unknowably alien.
A rescue mission brings the PCs down to the surface of a hostile exoplanet.
The Somnambulist crew escapes 43-Lyrae-a's moon, we test out the new shuttle loadout, and downtime might actually work now.
My Insomniacs group learns that just because you CAN breathe it, it doesn't mean you SHOULD breathe it.
I knew this was going to be a good session when one of the players signed into the hangout from a darkened car only to say they'd be back in 45 minutes. The rest of us got down to the business of reconciling the disparate timelines from the last two sessions on TRAPPIST-1e. This is Insomniacs, my cryoship road trip game.
This session happened in an alternate timeline to our "normal" second Insomniacs session. It's not every day that I get to pull off a Groundhog Day in space, especially since one player attended both sessions.