Six astronauts. Humanity's last viable candidate for survival. Three months in, the xenobiologist confirms the planet is habitable. He knows this because he just identified alien feces. Proxima Centauri is already occupied — and it already knows they're here.
Proxima Centauri is a narrative survival RPG about first contact from the wrong end of the telescope. Earth is dying under overpopulation. The moon colonization program has formally failed. A coalition of world governments pools trillions into a single mandate: find a planet. Six specialists are sent. What they find changes everything — including what kind of species they decide to be.
The player manages shifting perspectives across crew members — each carrying different knowledge, different loyalties, and different breaking points. One of them is actively working against the mission from inside it. The locked POV system is the point: everyone on this mission is operating with an incomplete picture of what is actually happening.
The central question is not whether humanity belongs here — but whether its worst instincts will follow it across the stars.
Six astronauts. Four years of joint training. Zero preparation for what they would find. One of them had already decided this mission would not succeed before it launched.
The crew develops an internal taxonomy to categorize what they encounter. Intelligence tier first, biological designation second. Functional. Clear. Increasingly inadequate for what they are actually dealing with.
The player cannot freely switch characters. The game controls all POV transitions based on narrative context. All six crew members are playable. Each inhabits a different layer of knowledge about what is actually happening. Before the final act, the player selects which character carries them into the endgame.
Ruolan's sabotage is not motivated by hatred of her crew. It is motivated by a clear-eyed terror of what humanity does when it finds something new. Her conviction frames human expansionism not as triumph but as plague. She is not wrong about the pattern. The game does not tell you she is wrong about the pattern.
Ruolan trained with these people for four years. They are her second family. She loves Marrisa. She sabotages them anyway. The game refuses to resolve this contradiction cheaply — it holds both things at the same time and asks you to sit with a person who is right and wrong simultaneously.
Every hostile alien action in the game is a direct response to something the crew did first. The T-1 are not antagonists. They are parents and protectors reading an unknown species as an existential threat — and so far, every piece of evidence has confirmed that reading. The aliens are not wrong either.
The Tyson brothers die because they witnessed something they weren't meant to see. The alien infant is taken for reasons that felt righteous. The cost of human curiosity is measured in other people's losses — and on Proxima Centauri, "other people" extends to an entire species that never asked to be found.