Hold The Horde — Hospital Story Directions

Two story alternatives developing the owner's early hospital draft. Nothing here is canon.

The astronaut's question

The station's only message was stay away. You docked anyway, because your ship was broken. Then you died in a corridor full of things that used to be patients, and woke in your own berth with everything you had been carrying. The station had rearranged itself while you were gone. The doors you had opened were still open. Nothing had rewound except you.

That is the question every trip carries: why do I come back? The answer is somewhere inside, and the station keeps showing you pieces of it. The wards have restraint beds and dosing lines under human labels. Ward logs describe patients whose wounds closed overnight and patients who got up after dying. Grease-pencil notes on a wall count pressure cycles until one day they stop. The machinery holds two kinds of alien writing. One is cut precisely into the station's fabric. The other, in a later hand, labels paired fittings and writes lines that change after you work.

The deepest part of the station is its core, behind seals whose builders pointed them inward.

What both alternatives share

The owner's draft is the starting point. An alien race used the station for an experiment to reach godhood and abandoned it for an unknown reason. Humans later made it a hospital because healing was extraordinarily fast there, and even the dead returned. Researchers found something in the core, the knowledge harmed them, healing machines became harmful, and repeated restoration may relate to the creatures.

The team's working explanation is shared by both alternatives.

  • An ancient field repairs living tissue toward a template of bodily form.
  • It never rolls memory back. People changed by it keep what they knew while becoming different, which is why the core team's notes read like strangers writing with their memories.
  • Humans opened the builders' old isolation to strengthen the field and inserted their own treatment profiles. Some hospital machines now repair toward a mixed, changing form, and that made at least some of the creatures.
  • When you docked, the ship's berth was registered as your return point. After a death, the same intake returns your body and whatever you carried, and re-seats the unjoined parts of the station.
  • The field does not rewind objects, which is why opened doors stay open, completed work persists, and rooms you joined stay joined.

Both alternatives also share their early discovery, on purpose: the player cannot tell which story is true until late. In a regulator gallery, you pull one fitting. When you return to the gallery's panel, a new line in the later alien hand has appeared. It is addressed to your ship's berth, and it names the next fitting still in place. Something in this station writes to you.

Seating that fitting's own plate in a reply socket quiets the line once. The console responds; nothing yet shows whether anyone is responding. In a ward nearby, a creature carries the same tissue pattern as the profile listed on an active treatment machine, and the ward's log says healing was stable until the day the seals were opened. Dread comes from the address; curiosity comes from the fact that you can answer it.

Alternative A — someone sealed in

What is true. The builders' experiment worked on one of their own: it could no longer die, and could no longer leave the field. Unwilling to kill it or live beside it, they sealed the core and left. The humans who opened those seals coupled the field to it, and their treatment profiles began repairing toward its changing shape.

Later reinterpretation. You reach the core's pressure iris and open a sight baffle into a small evidence cell beyond it. Behind the glass, living tissue slowly exchanges material with the containment line, independent of anything the console writes. The surprise is that it moves. The seals pointing inward now mean what they looked like: something kept in. A human note calling the core a prisoner was literal. The lines addressed to your berth might come from it, or might be an automatic job system; the tissue proves life, not a speaker. The ward creatures stop looking like a curse and start looking like a coupling.

Deep consequential action. You can re-seat the builders' old isolation. It is mechanical work at the iris, done while the game runs: the coupling tell goes dark and the harmful profile feed disconnects. Ordinary revival keeps working, and the act can be reversed from the same place. You can leave the coupling open, or wait. The weight is not mechanical. If the lines were a request, sealing answers it; if they were procedure, you have simply shut a dangerous machine and cut a living thing off from a hospital that fed on it. A player who never reads the lines can seal for practical reasons alone.

Attachment. Yeva, who ran the plant and pressure systems, wants the harmful line isolated. Dorn, treated after the seals opened, refuses the idea that restoring an older shape restores an earlier person. Mara asks you to capture the live feed before you cut it, because afterward that evidence is gone. None of them withholds help if you choose otherwise.

How it could fall flat. The tone does the persuading. If the tissue behind the glass is staged as pitiable, the player seals because the story told them to, and the question of whether anyone was asking is settled by music rather than evidence. Or the practical reason to seal is so strong that nobody wonders about the other one.

Alternative B — the one that left

What is true. The same experiment succeeded completely. The being stopped needing the field and left. The builders sealed a core that kept running for no one and went. What remained was the field's retained template of the one who left: a mould, not a body. The humans who opened the seals took that mould for a patient and tried to treat it. Treating a template corrupted it, and every body repaired since has been mended toward a damaged mould.

Later reinterpretation. Behind the same sight baffle, the evidence cell holds an inactive chamber and a lattice replaying stored anatomical patterns. There is no living tissue. The surprise is the absence: you were braced for something. The inward seals were built to hold a process, not a prisoner. The lines addressed to your berth are procedure the machine still runs, and the human note that said prisoner was people projecting a person onto machinery. The creatures were not near something; they were made from a broken pattern.

Deep consequential action. You can choose which already-evidenced repair profile the engine uses, or leave it untouched:

  • A cleaned human baseline, recovered from the hospital's own records, is a cold engineering decision about every body the field repairs from now on.
  • The ancient template risks repeating an experiment nobody understood.

No one, including the astronaut, is bound or transformed by the choice.

Attachment. The same people care, differently. Dorn's objection sharpens: whose body is the "right" profile? Yeva wants the machine fixed, not mourned. Mara still wants the old pattern recorded before it is overwritten.

How it could fall flat. The reveal lands as it was only a machine, and the player feels cheated of the figure the station seemed to promise. The final choice reads as a settings menu.

The two languages in either story

Neither language is translated, and neither is required to progress.

  • The builders' language, cut into walls and machinery, gives practical rules. Word order in facility runs predicts which service main a room controls. Recurring wall strings suggest candidate passages worth opening. Those rules help you choose a control or a wall to open at the core's iris.
  • The later visitors' hand labels the two ends of transfer lines and writes the addressed lines. Learning it predicts which end receives, and lets you defer a job with its matching plate.

In Alternative A, whether that hand belongs to the one inside is left open. In Alternative B it is procedure copied from those who left.

The details live in the Two Language Discovery Map and the gallery scene in Alien Utterance Discovery.

What does not change

  • Every return home ends temporary combat upgrades.
  • Carried property comes home, even after death.
  • Death shifts the unjoined station, and joined rooms stay joined.
  • Connecting the whole station remains one of the deepest late puzzles.
  • Rescues stay short.
  • The journal pauses everything.

Neither alternative makes the player lose memory, gives survivors a mortality rule or forces an ending. The three options for whether repeated revival affects the player, and the team's recommendation of safe ordinary revival plus a voluntary treatment, are in Resurrection and Corruption. The chains of evidence, departure and core choices are laid out in Story And Ending Map.

Comparison and recommendation

A — someone sealed in B — the one that left
Behind the glass Living tissue coupled to the containment An empty chamber and a replaying lattice
The addressed lines Possibly someone, never proven Procedure a machine still runs
Deep act Re-seat isolation, leave it or wait Choose a repair profile, or leave it
What it asks of you Whether to cut off something that may be asking Responsibility for every body repaired from now on
Creative cost Risks sentimentalising an unknown organism Loses the owner's strongest image, the prisoner
Authoring cost Living-tissue evidence and an unresolved request Template lattice and recorded profile comparisons

Recommendation: Alternative A, as the owner already leans. It keeps the image of something sealed in, it gives the astronaut's question a someone at the bottom of the station, and one physical act can mean repair or reply depending on what the player has come to believe. Its evidence can support life without proving a request, which keeps the ambiguity honest.

Choose B instead if the owner prefers colder horror, or finds the captive too likely to become a sympathetic quest-giver.

Open questions

Still open for the owner:

  • The core image: Alternative A or Alternative B.
  • Whether voluntary undocking is the apparent ending.
  • Whether repeated revival affects the player.
  • Every causal detail above.