Story
What this game is about
Cadet Mara Vance boards the derelict training cruiser Quiet Hull expecting an abandoned vessel, but finds a haunted ship where corrupted systems, parasitic organisms, broken crew traces, and coercive artificial routines still operate. Her branching investigation leads through maintenance shafts, medbay, crew decks, life support, the bridge, memory partitions, breach corridors, and exterior hull access as she pieces together what happened to the ship and what its hidden authority system is trying to do to her. Along the way she can recover access cards, override tools, recordings, samples, and survival gear that change how deeply she can penetrate the cruiser and whether she can call for help. The story ends at the core of the ship's intent-control system, where Mara chooses whether to tear out the coercive master module or release the trapped crew-loops and permanently break the Quiet Hull's hold over human will.