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FreeSpace Port ReCharged Dev log 15: Name Change

  • Writer: Iain 'Sessile_Nomad' Baker
    Iain 'Sessile_Nomad' Baker
  • 9 hours ago
  • 3 min read
FreeSpace Causality's SSD Lucifer firing its beams

 


Welcome back, friends. In the last post, we saw how I have upgraded and altered FreeSpace Port's missions. In some cases, to a very significant degree.


What I didn't mention is that I am also adding seven additional missions, which introduce new characters and build upon the existing lore.

 

It was dawning on me that because of this, the scope of the campaign had grown from a simple, if radical, gameplay modification into something far more ambitious.


The 'FreeSpace Port ReCharged’ label no longer fits, since it was becoming misleading - someone playing it might not get what they wanted, whilst getting more than they bargained for.



Causality: The Great War


 

So, I paused development briefly and had a rethink. I am planning to create an unofficial sequel to FreeSpace 2 called ‘Causality’.


In many ways, FreeSpace Port ReCharged was being used as a testbed for some of the ideas I had for that, so it seemed the logical next step was to formally roll FSPR into what was fast becoming the ‘Causality Continuity’.


This would be the first entry of the Causality Continuity, titled ‘Causality: The Great War.’

 

This involved going back and reworking some of the missions (again) to fit the expanded narrative, and slotting in the seven brand new ones to fully seat it in the Causality continuity.


This also enabled me to 'flesh out' some aspects of FS1's narrative that the vanilla game tended to gloss over, such as the first encounters with new ship classes.

 


Progress to Date



And that brings us up to where I am now. At the time of writing - 7th of February 2026 - five of the additional seven missions have been done, and 18 of the 29 retail missions have been overhauled and playtested. 

 

So that just leaves the remaining 11 retail missions and two outstanding additional missions still to do. Oh, and the extra training mission I’ll need to add to teach players the new gameplay mechanics. 

 

After that, it's adding voice acting, rewriting ship and weapon descriptions, general ‘tidying up’, and possibly adding some additional eye candy.

 

I’m aiming to have everything ready for a summer 2026 release, but we will see. If that slips, then by December 2026.


If anyone wants to help me with this mad endeavour, please get in touch; all help gratefully received.


If you have made it this far, then thank you – reading through 15 dev logs can take a while. Thank you also to everyone who has helped me with developing the mod so far. I'll be doing a final 'thanks and acknowledgements' post closer to launch.


Until then, take care, everyone, and carry on gaming.




Previous dev log posts

















Iain is a 40+ author and gamer from England, who started his gaming journey on the Atari 2600 36(ish) years ago. His specialities include obscure cult classics, retro games, mods and fan remakes. He hates all sports games and is allergic to online multiplayer. Since he is British, his body is about 60% tea. He can be reached via email at nomadsreviews@gmail.com


Nomad’s Reviews now has a YouTube Channel - Nomad's Reviews Plays. 


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