BLUVERSE HOMEWORLD
FTL RUN // ESCAPE THE FALL

Get the wing through the dark.

One planet behind you. Four decisions ahead. The crossing changes what arrives; the battle rules decide what happens next.

ESCAPE THE FALL4 LEGSNO WALL CLOCKRETURN PACKET AFTER SETTLE
CURRENT RUN

RUST CLAIM / OUTPOST RING 1

The run is a packet receipt. Choices are locked as you make them.

FLIGHT TELEMETRY

THE WING IS IN TRANSIT

LEG 1 / 4
HULL CONDITION
100%
all hulls ready
ENEMY PREP
1.00×
the opposing side is on baseline readiness
SUPPLIES / REPAIR
0 / 0
supplies / repair capacity
MARINES READY
0 / 0
boarding strength
ARRIVAL POSTURE
ASSAULT · RAID · RESCUE · ESCORT · RETREAT
no route trait carried yet

Baseline arrival posture. Every choice changes this rail before the orbital resolver sees the packet.

Loading the crossing…

TRANSIT LEG 1

THE CROSSING OPENS

1 / 4

A route event is waiting.

Compare this leg's cost. Earlier choices are included; the battle waits until arrival.

WHAT THE WING REMEMBERS
    WHAT THIS PROVES

    Travel has a job.

    Hull condition, opposing readiness, supplies, boarding strength, traits, and the final posture all come from the existing arrival-state contract. The same packet reaches the same OCT resolver after the crossing.

    WHAT THIS DOES NOT CLAIM

    Some doors stay honest.

    RETURN PACKET: EMITTED · RETURN LEG: NOT APPLIED. A settled run can now name what survives, what was carried, and which native handoff is waiting. The packet is still held outside the campaign save and economy.