Original project · Extraction shooter · Star Wars

Galactic Contingency

The Empire fell and nobody came back for you. Stranded on Tatooine after the destruction of the second Death Star, you are a stormtrooper with no army, no resupply and no rescue plan. All that is left is the desert.

Every raid starts with one decision: how much are you willing to lose? Then you drop into the dunes to scavenge, run faction contracts and fight both the AI and rival players. The hard part comes last: reaching a guarded extraction point alive, before the sandstorm seals the map.

Extract and your haul becomes currency, reputation and unlocks. Die and you lose only what you were carrying, never your progress. The long game is building enough leverage with the factions to finally get off this planet.

Losing the run never means losing the journey. Death costs you that raid's haul, never what you have built.

Design pillars

The four rules that settle every scope decision on this project.

Outer Rim realism

A gritty frontier where blasters overheat, armor falls apart, and water and scrap are worth more than promises.

High-stakes extraction

You bring a loadout in. Fall in the dunes and you lose what you brought and everything you found that run.

Faction-driven economy

There is no player market. Progress runs through reputation and bartering with three factions that hate each other.

Death erases nothing

Unlocks, currency and reputation are permanent. The safety net that keeps the mode fair for a Fortnite audience.

Anatomy of a raid

Sixty minutes split into four phases of rising tension.

0:00 · Drop-in

Into the desert

16 to 24 players spawn scattered across the map with the loadout they chose to pay for. Faction AI is already in position and every extract starts locked.

0:00 to 35:00 · Open raid

Salvage, contracts and ambushes

The wide phase: crack crates, hack data terminals, push contract objectives and manage your carry capacity. Extracts start unlocking in a staggered order.

35:00 to 55:00 · Convergence

The storm rolls in

The sand front closes the map in two or three waves. The safe area shrinks and funnels everyone onto the same routes.

55:00 to 60:00 · Final push

Only contested exits remain

The easy extracts are spent. Anyone still on the map is fighting for the way out, no exceptions. At 60 minutes the storm closes and whoever stayed loses the haul.

The three factions

Earning reputation with one costs you standing with the others. Picking a side is an economic decision.

Jawa Clan

The scavengers

Neutral, everywhere and greedy. They are the only buyers of scrap, junk and droid parts. They sell Tier 0 and 1 gear and deal strictly in Local Coins, never Imperial Scrip.

Imperial Remnant Officer

The discipline that survived

Runs a hidden bunker and sells the heavy military hardware, Tier 2 and 3. Trades in Imperial Scrip and intel. Refuses desert junk outright.

Syndicate Cantina Fixer

The underworld broker

Former Jabba network. Sells black-market mods, pistols, shields and stims. Buys rare materials and stolen Imperial gear, paying in Local Coins.

Six ways out alive

Every extract charges a different price. The right exit depends on what you are carrying and who you run with.

ExtractAvailabilityConditionRisk
Comm-Gate
Outpost Alpha
StaticEncrypted data cylinder or Imperial clearanceHigh triggers alarms
Jawa Sandcrawler45% of matches2x Scrap or 100 CoinsLow
Beggar's CanyonAlways openNoneExtreme always camped
Mos Eisley Gate60% of matches150 Local Coins tollMedium
Crashed Shuttle Pod30%, single useImperial encryption keyHigh fires a flare
Smuggling ShipEvent, final 10 min1x Unrefined plasma oreExtreme

The toll scales with your haul: players who lost everything walk out free through the Canyon, while anyone coming back rich pays dearly or gambles on the most dangerous exit on the map.

Bet only what you can lose

The loadout is paid up front, whether you survive or not. A skilled Tier 0 player can still threaten a Tier 3: gear makes you sturdier, never invincible.

TierWeaponArmor (shield)CostGate
0 · ScavengerRusty Tusken CyclerCivilian poncho (25)~215 coinsAlways free
1 · TrooperDamaged E-11Trooper chest (50)~1,065 coinsDefault
2 · EnforcerDL-44 pistolSmuggler rig (75)~1,845 coinsSyndicate reputation
3 · EliteDLT-19 heavyScout armor + shield (100)~12,060 coinsImperial reputation

Broke? The Jawa scav run grants a free deploy every 20 minutes: random kit, zero financial risk, and 100% of what you find is profit. Nobody gets stuck unable to play.

Who else is out there

Five themed zones around a high-threat center, each with its own hostile wildlife.

ThreatPer matchBehaviorDrops
Jawa Scavenger6 to 8Skittish, flees unless fired uponScrap and junk
Tusken Raider10 to 12Aggressive, ambushes from high groundCycler ammo, water
New Republic Scout5 to 6Tactical, patrols the roads in pairsLocal coins, bacta
Elite NR Trooper3 to 4Holds tight angles at Outpost AlphaE-11 mags, intel data

The escape plan

Everything you bank feeds one long-term goal.

There is a disabled transport ship sitting in your hideout. Rebuilding it takes four phases, each a brutal resource sink: hull and shield, avionics, hyperdrive and finally fuel injection. Every completed phase unlocks a permanent account perk.

Finishing phase four triggers the Launchpad event: a one-off match where you hold the launch site for five minutes against escalating AI waves, while every player on the server gets the alert that an Imperial starship is taking off. Survive and you escape Tatooine and earn a prestige level. Fail and the core is lost, dropping the ship back a phase.

60 minPer raid
16-24Players
6Extraction routes
5Map zones

Trailer

About the production

Engine

UEFN + Verse

Systems

Conditional extraction, faction economy and shop UI in Verse

Combat

Hitscan blasters with bloom and overheat instead of reloading

Persistence

Currency, reputation and unlocks across sessions

Content

Built within Epic's official Star Wars program

Status

Concept validated for UEFN production
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