The Proxima System

A setting guide to Alpha Centauri — 4.37 light-years from everything you knew

Proxima • compiled from design sessions, February 2026

The Three Stars

The Alpha Centauri system sits 4.37 light-years from Earth — close enough to reach in a human lifetime at a tenth the speed of light, far enough that a question sent home takes nearly a decade to get an answer. Three stars orbit each other in a slow gravitational waltz: two sun-like partners locked in an eighty-year embrace, and one dim red ember trailing behind them at a vast distance, barely tethered to the pair.

Star Type Character
Alpha Centauri A G2V — Sun-like The bright twin. 1.1 solar masses, 1.5 times the Sun’s luminosity. A gas giant orbits at 2 AU with moons worth killing for.
Alpha Centauri B K1V — smaller, cooler The quiet twin. Half the Sun’s brightness, orbiting its partner at distances that swing from 11 to 36 AU over eighty years. Unexplored. Unclaimed. For now.
Proxima Centauri M5.5V — red dwarf The ember. A twelfth the Sun’s mass, dim enough that its habitable zone is close enough to touch. Extremely active flare star — multiple major flares per day, superflares several times a year, and a constant X-ray and ultraviolet output four hundred times what Earth receives from the Sun. The planet that matters orbits here. It should not be habitable. People live there anyway.

At ten percent the speed of light, the crossing from Earth to Alpha Centauri takes approximately forty-five years. Only a handful of colony ships have made the trip. None were government expeditions. None were humanitarian missions. Corporations funded the ships, chose the passengers, and own the infrastructure on the other end. The people who arrived owed their existence to the companies that sent them.

Proxima b — The Frontier

The real action — and the real conflict — is on Proxima b.

The planet is tidally locked. One hemisphere permanently faces Proxima Centauri. The other never sees it. There is no sunrise. There is no season. There is only the day side, the night side, and the narrow band between them where the temperature allows something to survive.

The substellar point — the center of the sun-facing hemisphere — sits at a permanent 17°C. Sixty-three degrees Fahrenheit. A mild spring day, forever. The air is breathable. The light is golden. And the radiation will kill you.

Proxima Centauri is dim in visible light, but it screams in X-ray and ultraviolet. Four hundred times what Earth receives from the Sun, every moment, always. This is not a flare event. This is baseline. The persistent burn strips ozone before it can form, degrades any exposed polymer or electronic component in months, and delivers enough cumulative radiation to burn exposed skin in minutes. The temperature is perfect. The planet is poisoned.

Tidal locking means the core rotates slowly or not at all — no dynamo, no magnetic field, no magnetosphere. Charged particles from the stellar wind and coronal mass ejections hit the surface directly. There is nothing between you and the star except atmosphere, and even that is being stripped ten thousand times faster than Earth’s.

Region Temperature Radiation
Substellar point (center of day side) ~17°C / 63°F Full exposure. Lethal within hours.
Bright-side terminator ring 0–10°C / 32–50°F Direct exposure. Unshielded life impossible.
Terminator line (geometric boundary) -13°C / 9°F Grazing angle. Atmosphere provides some attenuation.
Shade side near terminator (100–500 km dark) -20 to -40°C Planet’s curvature blocks direct radiation. The shadow.
Shallow dark side (500–2,000 km dark) -40 to -80°C Deep shadow. Mech territory.
Deep dark side (cold traps) -123°C / -190°F No radiation. No light. No warmth.

The habitable zone is not on the bright side of the terminator. It is on the dark side — 100 to 500 kilometers into the shadow, where the planet’s own curvature blocks direct starlight. Cold, but livable with infrastructure. Comparable to northern Canada or Reykjavik in winter. The atmosphere is still present, still breathable — warm air flowing at altitude from the day side keeps this region well above deep-dark temperatures. The light is perpetual deep dusk, twilight refracted through the atmosphere. The golden glow of the day side is visible on the horizon. Always there. Always beckoning. Always lethal.

The wall changed the equation. With enough mass between the settlement and the star, humanity was able to creep back toward the terminator — and past it, onto the bright side itself. The newest wall sections sit right at the terminator line or slightly sunward, where temperatures are warmer and the stellar radiation hitting the wall face is more direct and more intense. More radiation means more heat absorbed. More heat means a sharper thermal differential. A sharper differential means more power. The premier dugout cities are the ones closest to the light — warm behind the wall, flush with electricity, the best real estate on the planet. The old settlements, the original shade-side camps a hundred to five hundred kilometers into the dark, are still functional. Still inhabited. But they are brutally cold, and their deep seat in the planet’s shadow means the wall captures less energy. Less power. Less heat. Less of everything. The geography of wealth on Proxima b runs in one direction: toward the star.

Geography at a Glance
  • Planet mass: ~1.07 Earth masses. Circumference: ~40,000 km.
  • Orbital distance: 0.048 AU (7.25 million km). Twenty times closer than Earth to the Sun.
  • Orbital period: 11.2 days. Year and day are the same thing.
  • Tidal force: 939x Earth-Sun. Significant tidal heating drives geothermal activity.
  • Settlements are on the shade side of the terminator, behind the wall, in excavated dugouts shielded from the star.
  • Expansion means building more wall and digging more shelter. It is slow, expensive, and contested.
The Radiation

Everything about Proxima b’s relationship with its star comes down to proximity. At 0.048 AU, the inverse square law amplifies anything the star emits by a factor of 425 compared to Earth’s distance from the Sun. Proxima Centauri is dim — a twelfth of a solar mass, less than two thousandths of the Sun’s visible luminosity — but red dwarfs emit a disproportionate share of their energy in X-ray and ultraviolet wavelengths. What the star lacks in brightness, it makes up for in violence.

The Persistent Burn is not an event. It is the default state. Quiescent X-ray and ultraviolet bombardment, four hundred times Earth levels, every moment on the lit hemisphere. This is what prevents ozone from forming — ninety percent depleted within five years even if it existed. It degrades exposed polymers, plastics, seals, wiring insulation, and solar panel coatings over months. It does not meaningfully degrade rock, concrete, or metal. It causes cumulative biological damage — exposed skin burns in minutes, eyes are damaged quickly, and long-term exposure is carcinogenic at rates that make treatment impossible. It is not dramatic. It is silent erosion. The thing that kills you is not an explosion. It is time.

Flare events are the hammer. Proxima Centauri produces at least one major flare per day, possibly several. Superflares — ten times baseline — hit five to eight times per year. Extreme superflares visible to the naked eye strike every few years.

Each flare produces two threats. The electromagnetic burst — UV and X-ray — is omnidirectional and arrives at the speed of light. Roughly half of all flares occur on the hemisphere facing the planet, so the day side is illuminated by multiple flare bursts per day, each peaking in five to fifteen minutes. During a superflare, the UV dose is a hundred times lethal for even radiation-hardy microorganisms.

The coronal mass ejection follows. CMEs are directional — cone-shaped, roughly thirty-five degrees half-opening angle. Any single CME has about an eighteen percent chance of hitting the planet. At two major flares per day, that means one direct CME impact every three days on average. Superflare CME direct hits occur roughly once per year. Each impact is effectively a planetary EMP — electromagnetic interference, induced currents in any conductive material, and an additional radiation dose on top of the persistent burn. There is no magnetosphere to deflect any of it.

Key Numbers
  • Quiescent X-ray/UV: ~400x Earth levels (always on)
  • Inverse square amplification: 425x vs Earth–Sun distance
  • Major flares: 1–several per day
  • Superflares (10x baseline): 5–8 per year
  • CME hit probability per event: ~18%
  • Average time between direct CME hits: ~3 days
  • Superflare CME direct hit: ~once per year
  • Atmosphere stripping rate: 10,000x faster than Earth
The First Landing

The first wave knew about the radiation. The mission planners had decades of astronomical data. They designed sealed habitats, shielded electronics, filtered atmosphere systems. They landed on the day side because the temperature was perfect, the air was breathable, and the radiation — the persistent, constant UV and X-ray bombardment — could be managed with engineering. Shielded walls. Filtered viewports. Sealed seams. They had planned for the burn.

They had not planned for how hard the flares would hit.

The data from Earth-based telescopes could characterize flare frequency in broad terms, but the electromagnetic reality of a coronal mass ejection striking an unshielded planet every three days was not something the models had prepared them for. The first CME hit induced currents through every conductor in the settlement. Atmosphere processors faulted. Water recyclers tripped offline. Thermal regulators spiked and reset. Systems were brought back up. Engineers adapted. Hardened what they could.

Then the next one hit. And the next. And the next.

Every three days on average, an EMP-like event that stressed every circuit, every relay, every sealed connection in the habitat. Components designed for a twenty-year service life were failing in months. Replacement parts were finite. Manufacturing capability was limited. The habitats that had been designed to shield against persistent radiation were not hardened against repeated electromagnetic assault. One by one, life support systems began to fail faster than they could be repaired.

Some habitats went dark completely. The people inside walked out into paradise. Seventeen degrees. A gentle breeze. Golden light from a sun that would never set. Breathable air. And radiation that was killing them with every breath, every minute of exposed skin, every unfiltered photon. They walked out because suffocating in a dead habitat kills faster.

The habitats whose systems held did not stay. They retreated darkward — away from the star, past the terminator, into the cold and the dim. They dragged what they could carry. They found that the shade side of the terminator was not the frozen wasteland they had feared. Cold, yes. Dark, nearly. But the planet’s curvature blocked the direct radiation. The atmosphere still circulated. The air was still breathable. And the flares, the CMEs, the electromagnetic hammering — all of it attenuated by the mass of the planet itself standing between them and the star.

They started mounding earth and stone against the starlight. Crude embankments, desperate and ugly, piled between their shelters and the glow on the horizon. Not architecture. Survival. Those mounds became walls. The walls became taller, thicker, more deliberate. Someone put a thermoelectric element between the warm starward face and the cold interior. It generated electricity. The walls became infrastructure. The infrastructure became civilization.

At the Table

The First Landing is living memory. The oldest generation remembers paradise. They remember walking out of dying habitats into warm air and golden light. They remember the retreat. They remember building the first walls with bare hands and mining equipment never designed for construction. Every settlement on Proxima b exists because someone’s grandparents piled rocks against the light and refused to die. That is the foundation myth. Not exploration. Not ambition. Survival, after the plan failed.

The Wall

What began as desperate mounds of earth and stone has become the defining infrastructure of Proxima b. The Wall is not a single continuous structure. It is a network of massive concrete and stone barriers built along the terminator, each one anchoring a settlement dugout carved into the shade-side surface behind it. The wall faces the star. The people live in its shadow.

The engineering is brutally simple. The starward face of the wall absorbs everything the star throws — visible light, infrared, ultraviolet, X-ray. All of it converts to heat on impact. Rock and concrete do not care about ionizing radiation. They just get warm. The settlement face, shielded from the star, stays cold — ambient shade-side temperatures of minus twenty to minus forty degrees. Thermoelectric generators embedded in the wall extract electricity from the differential. Hot face, cold face, power in between. No moving parts. No exposed electronics. No degradable components on the starward side. The wall generates power by existing.

Wind turbines are housed in layered passages through the wall. Ground-level wind flows from the dark side toward the star, pushing through channels in the wall structure. Multiple stages of metal blades — heavy, crude, effective — are offset from each other in a labyrinth arrangement. Wind passes through. Radiation cannot. No straight line of sight exists from the starward opening to the settlement side. The turbines generate kinetic power and serve as radiation baffles simultaneously. The passages double as gates for mech teams heading sunward on survey and mining runs.

The wall also heats the settlements. Air flowing through the turbine passages makes contact with the wall’s thermal mass — stone and concrete heated to fifty or eighty degrees by the star — and arrives in the dugouts warm. This is not a comfort feature. It is life support. The dugouts are livable because the wall radiates heat into them. Step outside the sheltered space and you are in shade-side ambient — minus twenty, minus thirty, minus forty — within meters. The wall does not just protect you from the star. It is the only reason you are not freezing to death in the dark. Inward is warmth. Outward past the dugout is killing cold. Through the wall is killing light. The livable space is exactly as large as the wall makes it.

Behind the wall, settlements are built in excavated dugouts — carved into the shade-side surface by massive miner-to-cement-printer machines that are still operating during the current era. These machines dig out rock, process it into construction material, and print new wall sections and settlement structures in a continuous cycle. The wall is not finished. It is not close to finished. Expansion is ongoing, contested, and expensive. Every new dugout means more habitable space, more power generation, more defensible territory. The machines that build the wall are among the most valuable assets on the planet.

Power Sources
  • Wall TEG (thermal): Starward face 50–80°C vs settlement face -20 to -40°C. Differential: 70–120°C. Primary power source for all settlements.
  • Wind turbines (kinetic): Dark-side wind channeled through wall passages. Secondary power, plus radiation baffling.
  • Building heat TEG: Interior 20°C vs outside -30°C. Differential: ~50°C. Every heated structure generates passive electricity through its walls.
  • Geothermal TEG (the wildcard): Tidal force 939x Earth-Sun drives volcanic activity. Hot vents 100°C+ vs ambient -30°C. Differential: 130°C+. Potentially the richest energy source on the planet — and mostly located in the unmapped dark side.
The Economic Implication

Controlling wall segments means controlling power. Controlling power means controlling settlements. The factions do not fight over land in the traditional sense — they fight over wall frontage, over the machines that build more wall, and over the geothermal vents that could make a settlement independent of the wall entirely. The person who controls the energy infrastructure controls the economy of the frontier. The wall is not just where civilization lives. It is what civilization is.

The Dark Side

Half of Proxima b sits in permanent darkness. The deep interior drops to minus 123 degrees Celsius. Essentially unmonitored. An area the size of Earth’s entire lit hemisphere, and no one will tell you what is out there.

Officially, nothing. The dark side is uninhabitable, uneconomic, and uninteresting. Unofficially, the dark buys the one thing the wall settlements cannot: privacy.

Smuggler routes thread through the frozen wastes between settlements, going the long way around where no satellite watches and no patrol flies. Black-market outposts operate in sealed habitats, powered by stolen thermoelectric rigs, surviving on scavenged tech and the understanding that nobody comes looking this far out unless they already know you are there.

Exile communities exist in the deep cold — people who walked away from the corporate system entirely, or were pushed. They survive in sealed habitats, burning power they cannot afford to lose, building something that answers to no charter and no contract. Whether they are free or dying slowly depends on who you ask.

Corporate black sites occupy the darkest corners. Research that does not belong on the books. Weapons testing. Biotech. Things that need to stay cold and stay hidden. The corporations that publicly decry the dark side as wasteland are the same ones running operations in it.

And then there are the geothermal vents. Tidal heating — 939 times Earth-Sun tidal force, driven by the planet’s eccentric orbit — almost certainly produces volcanic activity, particularly on the dark side where the crust may be thinner. Hot vents in the permanent dark. Energy goldmines that could make a settlement independent of the wall, independent of the factions, independent of everything. If they exist where the models say they should, they are worth more than any wall segment on the terminator. Nobody has mapped the deep dark side. Whatever is under the ice is the biggest unclaimed resource on the planet.

At the Table

Missions into the dark side should feel like deep ocean dives. You are leaving the habitable world and entering somewhere humans are not meant to be. Mechs are the only reason you survive it. Every minute of operating time is fuel and heat you are burning. The dark side is a resource drain that swallows the unprepared. But it is also where the secrets are — the vents, the black sites, the exile settlements, and whatever no one has found yet.

The Habitable Moon

Orbiting the gas giant around Alpha Centauri A sits a moon that has been actively terraformed for thirty years. It now has breathable atmosphere, its own developing biosphere — unique flora and fauna, not Earth-native — and the best real estate in the system.

This is the luxury destination. Corporate headquarters. Executive housing. The wealthy, the connected, the people who own the contracts that everyone on Proxima b is working under. The terraforming investment was astronomical, and the corporations that funded it consider the moon theirs.

The biosphere is the question no one is allowed to ask. Terraforming creates conditions for life. It does not create life from nothing. Did the process find something that was already there? Microbial life, dormant biology, something in the soil or ice that woke up when conditions changed? If there is native biology, the corporations are either exploiting it — pharmaceuticals, biotech, patents — or burying it, because acknowledging alien life changes everything. Legally, politically, economically. Either way, it is a secret worth killing over.

From Proxima b, the moon is visible in the sky. The Leonad Corporation’s alphas and betas live there. The frontier men on the ground were engineered to believe that claiming territory is the highest ideal — but someone else claimed the best territory before they were even born. It hangs above them every night, glowing.

The Signal Delay

One-way communication to Earth takes 4.37 years. Corporate headquarters sends an order — it arrives four years stale. Local management has been making their own decisions for decades. Some corporations have effectively gone independent. The Earth branch and the Alpha Centauri branch share a name and nothing else. Priorities have diverged. Culture has diverged. The people running operations here have not taken orders from Earth in years.

Earth does not really know what is happening in Alpha Centauri. Reports are curated, delayed, and filtered through corporate communications teams. The truth on the ground is messier than anything in the quarterly reports that arrive four years late. Five factions with five incompatible visions of humanity, a military detachment that went freelance, a theocracy born in the void, autonomous killing machines patrolling a research perimeter — none of this is in the brochure.

The silence is the system’s defining feature. It is what allowed the factions to become what they are. No oversight. No intervention. No accountability to anyone who was not on the ships. For forty-five years, Alpha Centauri has been a closed experiment in what humans do when no one is watching.

The Generation That Didn’t Choose This

The first wave signed up. They knew the deal, or thought they did. They watched paradise kill their habitats and built the first walls with their own hands. But their children were born behind the wall, born into a corporate contract they never agreed to, on a planet they never chose, in a shadow they did not build. The corporation owns the infrastructure, the atmosphere processors, the thermal grid, the wall itself. Without them, you die. So you work.

Indentured servitude with extra steps. The contract their grandparents signed should not bind them — but what is the alternative? You cannot go back to Earth. You cannot build your own wall section without the mining machines you do not own. You cannot survive outside the dugout without a mech you cannot afford. The system is not enforced by violence. It is enforced by thermodynamics.

The second and third generations are increasingly angry. Not ideologically — personally. This is not political theory. This is the lived experience of owing a debt you did not incur to people who own the wall you were born behind. The resentment is generational, justified, and has nowhere constructive to go.

Player characters from this generation have a built-in reason to push back against the system. They are not freedom fighters by choice. They are people who were born into something unfair and are deciding what to do about it.

The Correction Ship

Somewhere in the decades of silence, Earth decided that what was happening in Alpha Centauri needed correcting. Updated corporate charters. New management. Revised contracts. Maybe military enforcement. A ship was built, crewed, and sent. It has been crossing the void for forty-five years.

It is arriving soon. And nobody on this end wants what is on it.

The local corporate branches have spent decades building their own power structures. A “correction” from Earth threatens everything they have built. The workers and second-generation colonists see an Earth ship as more of the same — or worse. New contracts, new obligations, new masters who do not even understand what life here is like. They have never felt the wind. They have never seen the wall from the inside. They are arriving with authority and no context.

Some people do want the ship. Dissidents hoping Earth will enforce labor reforms. Rival corporations hoping Earth will break their competitors’ monopolies. The Butler Union faces a reckoning: they were the military detachment Earth sent first, the advance team that went silent and went freelance. The Correction Ship is Earth’s second attempt. When it arrives, the Union is either the relief force’s allies — or deserters facing court-martial.

The Campaign Clock

The Correction Ship is the ticking clock the entire system knows about. Its arrival is the campaign backdrop — every faction is positioning for what happens when it gets here. Leonad is consolidating assets. The Church is preaching about a second exodus. Rudra is calculating trajectories. The Butler Union is deciding whose side they are on. And Margulis is asking the question no one else is asking: what if the ship does not come to correct? What if it comes to contain?

Why Mechs Exist Here

On a planet where the lit side is lethally irradiated and the dark side is lethally cold, a pilot on foot dies within minutes in either direction. A mech extends your range into both. Radiation-hardened, sealed, insulated — a walking habitat that lets a human push past the wall into the bright side or past the dugouts into the deep dark. On Proxima b, the machine that extends your range extends your life.

Day-side runs are survey and mining operations. Mech teams pass through the wall gates into the golden light, working on a radiation dose clock. The temperature is perfect. The air is breathable. The equipment has a shelf life of months before the persistent UV and X-ray bombardment degrades seals and circuits. Pilots come back before dose limits hit. Or they don’t. The day side is beautiful and it is killing you the entire time you are in it.

Dark-side runs go the other direction — deeper past the settlements into the frozen interior. Scouting for geothermal vents. Running cargo between settlements the long way around. Mapping terrain that no human has ever seen. Every minute of operating time is fuel and heat you are burning against minus eighty, minus a hundred, minus one-twenty-three. The dark swallows the unprepared.

Construction teams in mechs operate the mining and printing machines that build new wall sections and expand the dugouts. Patrols cover a forty-thousand-kilometer ring of settlements that no force on foot could police. In an emergency, a mech is a sealed environment — atmosphere, heat, power. A walking lifeboat. When the infrastructure fails, the mech is what keeps you breathing.

The person who controls the mechs controls who can go where. The wall gates are chokepoints — controlled, monitored, owned by whichever faction holds that wall segment. A settlement without mechs cannot expand, cannot mine, cannot scout, cannot survive any failure of the systems that keep the cold and the radiation out. A pilot is not a soldier. A pilot is the difference between a settlement that grows and a settlement that dies.

At the Table

This is why being a mech pilot matters. It is not a military role. It is the most essential job on the planet. Every faction needs pilots. Every faction controls access to mechs. And every pilot carries the knowledge that the machine they are sitting in is worth more to their employer than they are — and that without it, they are just another body that the cold or the light will take.

The Question

Humanity once crawled out of its own dark age — not by finding safety, but by reaching toward what could burn them. Knowledge. Reason. Light. It cost them everything and built the world they eventually left behind. Now, 4.37 light-years from where that happened, the species faces the same question pressed into the geology of an alien world: do you push toward the light, knowing what it costs? Or do you stay in the shadow, gripping bare survival, and call it enough?

The wall is not just infrastructure. It is the line between what humanity is and what it could become. Every meter built sunward is a bet that the species deserves more than darkness. Every faction that turns inward, that hoards power, that chooses control over progress, pushes civilization back behind the wall it built to survive.

Five factions crossed the void to start over and rebuilt every broken system they left behind — in the dark, in the shadow, just out of reach of the light. The Correction Ship is coming. The mirror is almost here.

Which direction are you building?

4.37 light-years from home. A wall between paradise and survival. A ship from Earth arriving with orders no one asked for. And a wind that never stops.