The short answer: this is what happens when you’re investigating Pepe Silvia but don’t own a corkboard.
Joke aside and longer answer: this web page has the same general goal as a wiki (to gather data and make any piece of information easy to find for any user who seeks it), but a different execution.
Where a wiki creates articles, the lore map contains “lore cards” – inspired from flashcards. Each lore card is its own entity on this page and could be seen as an equivalent to a single paragraph, or even a single sentence out of a wiki article.
Each lore card has three specific goals:
Also I lied, there’s a fourth one: A lore card aims to be reliable. Everything that it says requires a source (including a source telling you how to find it yourself in the game).
So in a way, the lore map is a collection of all sentences you would expect to find in a wiki… put in no particular order on a single web page, like tons of aquariums dumped into the ocean.
…This sucks, right? Sure, everything is in here, but how useful is that when the lore you wanted to look up is drowned in all that other stuff? Reading through an entire wiki article can be tedious enough, and it’s the same issue but with an already reduced amount of stuff to check!
Except the lore map provides as many different kinds of fishing rods as we could craft in order to make sure you can find the one you enjoy using and find the most reliable for your own needs. Think about your old reliable
Lore cards can present their information in various ways (text, tables, graphs, images, videos…), but they all follow the same global structure:
This section is normally hidden by default, and only revealed when you click on the lore card’s title: this method lets you open and close it at will. Alternatively, the Open/Close All button located at the bottom of your screen will let you toggle the open/closed state of all lore cards at once.
This section’s purpose is to reveal supplementary information in regards to the fact the lore card’s summary provides: notably the exact source and quotes from the game, or images, or even tables with numbers and some math when relevant.
The lore card’s title states a fact in as concise and straightforward a way as possible, while the content hidden within justifies this fact by providing the proof supporting it (whether in-game dialogue or observations, interviews, previous patches of the game, or other sources).
The purpose of a lore card is to be all at once succinct (by reading its title alone), exhaustive (by providing as many details as necessary under the cut), easy to find (by tagging it accordingly), and reliable (by ensuring that every piece of information it provides must have a verifiable source).
Lore cards will often give obvious information that is sometimes outright stated in the game: this is part of its exact purpose, to be a reminder of both the obvious and the less obvious. Notably, the lore map aims to remain as impartial and purely factual as possible. Speculation is intended to be kept to the bare minimum, if present at all; and any piece of speculation that may slip in must make it obvious that it is based on a combination of various other facts, rather than an officially confirmed statement.
Some lore cards (notably the “General Data: X” cards) may become quite long and packed with information; but in most cases, it is preferable for the sake of keeping a more accurate tagging system to keep them as concise as possible, and sometimes to split various details of a piece of information into multiple separate lore cards referencing each other. The inspiration behind lore cards was flashcards, after all! There is not much ‘flash’ left to it if it takes a dozen minutes to read just one, let alone if only a small fraction of its contents is related to what you are looking for.
Lore cards come in one of five different colors, each meant to hint at some hierarchy in terms of the reliability/canonicity of the information they provide. From most reliable to entirely retconned:
This lore card color is for information revealed through normal gameplay, notably through the in-game dialogue.
This lore card color is for information revealed through official sources such as merchandise or interviews post game release, provided the information being revealed is meant by the developers to still be canon, and provided it has not been retconned by later sources.
All lore cards of this color come with the following tag: #alternate sources
.
This lore card color, as well as the associated tag #in-game observations
, is for information which is not stated explicitly, but can be observed in-game. This includes the measured timing of scripted events, size of and distances between objects, etc. Any time stamp provided considers time 0 as the moment when the “Wake up” button is pressed at the start of a loop.
This lore card color is for information revealed exclusively through concept art or content which did not make it into the final game (e.g. information exclusive to the alphas or previous patches of the game).
Due to the fact that this content is either absent or deliberately removed from the game, information provided through those means is therefore of debatable, or even dubious canonicity; however, if the lore card is of this color instead of red, then no blatant contradiction has been found with confirmed canon elements.
All lore cards of this color come with the following tag: #unused/concept art
.
This lore card color is for information which was present in either concept art or previous versions of the game (including the alphas) and which can no longer be considered accurate in regards to new in-game information.
All lore cards of this color come with the following tag: #retconned
.
A tag is by default (or if no lore card is yet tagged with it). Click on any tag to turn it (show lore cards tagged with it), then (hide lore cards tagged with it, even those which are also tagged with a green tag), then back to its neutral color.
Every lore card is tagged depending on the topics it addresses. When you make a query using tags, lore cards which fit your request will appear with the icon by their side, and its tags will be shown in green (tag which is explicitly part of your query), orange (in
Just below this tutorial, you can find a collapsed red section named “List of tags.” From character names to locations to physics concepts, every general topic addressed by the lore cards is listed there. That being said, perhaps you will instead find the features contained within the bottom screen’s tab more practical:
Aside from the spheres shown on the canvas, every tag you see on this page is interactable, including the tags listed at the bottom of each lore card. You can add them to your search, turn them red, or remove them, simply by clicking on them.
Some tags are more specific than others (e.g. “#ash twin” vs “#hourglass twins”), and sometimes, the topics of two or more tags overlap. The way lore cards and tags are designed tries to account for this by making it so that tags are less a list of unrelated strings of text, and rather a network of sorts. Tags with a precise topic (e.g. “#chert”) may also link to other tags which are related, but also more vague (e.g. “#hearthians” or “#astronauts”).
What this means in practice:
A rather vague tag (e.g. “#hearthians”) may be preceded by a circular button like in .
The tag itself will behave as normal, but the circular button has an action of its own: clicking on it will not only activate the tag it is attached to, but also actively toggle (turn green/red or remove from the list) multiple other tags which are thematically related to the topic mentioned by the tag itself. In the case of the generic tag “#hearthians”, clicking on its associated circular button will activate the tag “#hearthians” as well as all 22 tags corresponding to all 22 Hearthian characters.
Similarly to normal tags, hovering over a tag’s circular button will display the list of tags that it controls (aside from the tag it is linked to, which is implied to be part of the list by default).
Needless to say, this circular button only has its uses when you wish to explore the lore at large (and are using
The search by keywords is similar to
For example, you can type ash twin & !ember twin ; brittle hollow
to search for all lore cards which mention Ash Twin and not Ember Twin, or which mention Brittle Hollow.
Every lore card containing the keywords in your query will appear with the icon by their side. Additionally, the matched text will be circled in blue if you choose to check the option “Highlight All.”
The second tab at the bottom of the screen contains:
This web page does not automatically save your progress. I you reload it, everything will be reset to the same blank slate every time.
Thankfully, this tab still allows you to create and load save points by copying and pasting the text it gives you. You do need to keep it in your own text files somewhere, but this also means that you can have as many save points as you want! You can create your own selection of lore cards for a given topic, another for a different topic, and go back to any of them anytime, simply by copying and pasting the text related to the save point of interest.
This tab contains three elements: from left to right, the “Copy current save point” button, the black text box letting you type or paste a pre-existing save point, and the “Submit new save point” button meant to load the save point you just pasted in the text box (though pressing the Enter key should also work).
Clicking on “Copy current save point” will automatically add the lore map’s current state to your clipboard; it will also display the same save point in a brown rectangular box like this:
{ "Tags":["ash twin project1","ash twin0","ash twin warp tower0"], "Mode":"FOCUS", "Logic":"ANY", "Search":["Title & Tags","ember twin & !brittle hollow",false,false,true], "Pins":["QMEarlyDemise","Loop9million"], "Bookmark":"dataCT", "DLC":"Hide" }
Again, the web page itself will not save anything – you have to copy this save point and keep it in your own notes somewhere. If your clipboard was overwritten with something else in the meantime, the icon in the top right corner will copy it again in one click.
If you paste the example above into the black text box and submit it, you will notice that:
After the more complex features’ tabs, some simpler buttons stand still at the bottom of your screen:
“My search returns completely irrelevant results!”
I will assume this happens because you are relying on the tag system. In this case, if you are already using the
“This web page layout looks… broken.”
I’m sorry if it does! I am 100% self-taught on HTML/CSS/JS and have only tested my web pages on my computer and phone, which both use Firefox. If you are using a different browser, this may be the cause. If you are or know a web developer who would be willing to help look into and possibly even fix this kind of issue, don’t hesitate to contact me! Just… be nice and don’t insult me too hard for the spaghetti code. I’m doing my best 😅
“I’d like to make a lore map like this for my own fandom and/or personal project, can I use this page as a template?”
Yes, of course! Please let me know that you do, and credit where it is due would be greatly appreciated – that is all I ask.
I strongly advise you against cloning my whole repository, however: I use the same Github Pages website for a lot of other more personal projects that have nothing to do with this one, so cloning the repository would drown you with hundreds of completely useless files. If you contact me before starting your project, I can give you a quick rundown of how this page works and how you can easily make your own – image/fonts and other aesthetics-related assets aside, you really only need ~6-7 files in total to get the entirety of this page’s layout and interactiveness working.
Surface Radius | 2000 m 4000 m |
---|---|
Atmosphere Radius | 3000 m 6000 m |
Mass | 4.00 × 1011 |
Surface Gravity | Absolute: 100 m/s2 8.3 x |
Of note: The sun’s and Attlerock’s gravities decay realistically with a distance factor of 1/r2, while all other astral bodies’ are measured with a factor of 1/r instead.
TBA: Add a sun radius calculator? (input a given time within the time loop, get the sun’s radius at that time; similar form to the supernova radius calculator) I’ll do it if someone can give me the exact equation.
The sun’s color gradually changes from the very start of the loop, and its radius progressively grows starting from a certain point in the loop.
The visual observation of a recording of the map locked on to the sun spanning over a full loop showed that the sun’s size seems static until 10:30, then starts growing in size linearly at a rate of about 3.3 m/s, and reaches its final size at 20:35, just as the track “End Times” starts playing.
However, datamining will give a more nuanced evolution of the sun: instead of being fully linear, the sun’s expansion uses a Smoothstep function which makes it so that the sun’s radius actually starts expanding at 10:00 at a very slow rate (slow enough to almost not be visually detectable), and to stop expanding at 21:00 after the expansion rate slowed down drastically.
The sun collapses in the span of 10 s, seeing its radius decrease from 4000 m to 200 m.
TBA: Does the sun collapse linearly at a constant speed of 380 m/s?
Of note: The time loop ends before the supernova can reach its full size. As such, death can be avoided within the confines of the time loop by staying as close to about 25.3 km or more from the sun: for example, staying in orbit alongside the deep space satellite will not result in a death by supernova unless the advanced warp core has been removed from the Ash Twin Project.
At 00:00
after the start of the time loop, the supernova has not happened yet.
Aside from the time of the supernova’s explosion, the following timings are approximate and may be altered significantly if the astral bodies’ orbits have been tampered with (e.g. by flying far enough away from the solar system to induce noticeable floating point errors). The timings provided below were measured by hand on Patch 1.1.14 of the Steam version of Outer Wilds using the Clock and Cheat and Debug Menu mods, the latter being used to teleport to the places mentioned below (for replicability purposes).
Time | Event |
---|---|
00:00 | Pressing the button “Wake Up” |
22:10 | ![]() |
22:23 | ![]() |
22:23 | ![]() |
22:27 | ![]() |
22:28 | ![]() |
22:28 | ![]() |
22:29 | ![]() |
22:30 | ![]() |
22:33 | ![]() ![]() |
22:35 | ![]() |
22:35 | ![]() |
22:36 | ![]() |
22:38 | ![]() |
22:38 | ![]() |
22:39 | ![]() |
22:40 | Supernova radius at the end of the loop: ~ 25.296 km |
22:40 | End of the time loop |
22:40 | The Supernova reaches the deep space satellite |
22:41 | The Ash Twin Project is destroyed by the supernova |
22:55 | The supernova reaches its maximum radius of 50 km |
The supernova expands following a cubic Bézier curve. It starts at a radius of 200 m at 22:10 and ends at a radius of 50 km at 22:55. The following graph represents the supernova’s radius through time, and gives the approximate timings of the supernova reaching the orbit radius of some astral bodies (meaning that the exact timings may be slightly different from those provided in the table above).
The supernova’s aftermath can only be witnessed if the Ash Twin Project is disabled, as the end of its expansion and its eventual extinction only occur past the limits of the time loop.
Even if the supernova seemingly disappears after a while, going back towards the solar system is still lethal, as the supernova’s hitbox remains active in a radius around the solar system of up to 50 km (Greg Boing).
Mass | 3.00 × 105 |
---|---|
Surface Gravity | Absolute: 5 m/s2 0.417 x Perceived: 0.2–0.4 x 0.7–0.8 x |
Orbit Radius | 2296 m |
Orbit Period | 34.6 s |
Revolution Velocity | 417.4 m/s |
The station is tidally locked and in synchronous rotation around the sun.
Using a solar mass of 4 × 1011
units and known G = 0.001
, Name found: R = (GM (T/(2π))2)1/3
By forcing R = 2296 m
, the theoretical period becomes T = 34.562703 s
.
Time | Event |
---|---|
00:00 | Pressing the button “Wake Up” |
05:10 | The Sun warp tower’s outer door is uncovered enough to pass through. |
05:20 | The Sun warp tower’s inner door leading to the tractor beam is uncovered enough to pass through, thus making the warp platform accessible. |
11:30 | The Sun Station is destroyed. |
The warp tower timings were estimated thanks to the Sand Control mod.
Of note: The warp windows actually open when the warp tower aligns with the sun, rather than with the station (Video evidence by Name showed not only that the warp window did not open when the sun station was aligned with the tower, but that it did instead a second later when the tower aligned with the center of the sun).
Surface Radius | 15 → 155 m 220 m 199 m ~ 150 m 23 m |
---|---|
Atmosphere Radius | 250 m |
Gravitational Radius | 200 m |
Mass | 1.60 × 106 |
Surface Gravity | 8 m/s2 0.6–0.7 x |
Orbit Radius | 5000 m 250 m |
Orbit Period | 111.07 s |
Revolution Velocity | 282.8 m/s 284.3 m/s |
Sidereal Day | 125.66 s |
Rotation Velocity | 0.05 rad/s |
Angular Velocity | 20 (From old spreadsheet. Unit?) |
Day Length | ?? s |
Surface Radius | 165 → 38 m 172 m 123 m ~ 90 m 40–33 m |
---|---|
Atmosphere Radius | 250 m |
Gravitational Radius | 200 m |
Mass | 1.60 × 106 |
Surface Gravity | 8 m/s2 0.6–0.7 x |
Orbit Radius | 5000 m 250 m |
Orbit Period | 111.07 s |
Revolution Velocity | 282.8 m/s 284.3 m/s |
Sidereal Day | 89.76 s |
Rotation Velocity | 0.07 rad/s |
Angular Velocity | 100/7 (From old spreadsheet. Unit?) |
Day Length | ?? s |
Surface Radius |
335 m 250 m 173 m 50 m |
---|---|
Atmosphere Radius | 380 m |
Gravitational Radius | 250 m |
Mass | 3.00 × 106 |
Surface Gravity | 12 m/s2 1.0 x |
Orbit Radius | 8593 m |
Orbit Period | 250.25 s |
Revolution Velocity | 215.8 m/s |
Sidereal Day | 628.32 s |
Rotation Velocity | –0.01 s |
Angular Velocity | 100 (From old spreadsheet. Unit?) |
Day Length | 416 s |
Surface Radius |
85 m 75 m 30 m |
---|---|
Gravitational Radius | 100 m |
Mass | 5.00 × 107 |
Surface Gravity | 5 m/s2 0.417 x |
Orbit Radius | 900 m |
Orbit Period | 103.29 ± 0.07 s |
Revolution Velocity | 222.6 m/s |
Angular Velocity | 16.44 (From old spreadsheet. Unit?) |
Day Length | 103.29 ± 0.07 s |
Of note: The sun’s and Attlerock’s gravities decay realistically with a distance factor of 1/r2, while all other astral bodies’ are measured with a factor of 1/r instead. This explains why the Attlerock’s mass is actually higher than most other astral bodies’, including Timber Hearth’s.
The Attlerock is tidally locked and in synchronous rotation around Timber Hearth. It passes overhead at the same position in the Hearthian sky every 123.6 s.
Sky Shutter is the Hearthian satellite linked to the exhibit “Postcards From Orbit.” It passes overhead in the Hearthian sky every 42.9 ± 0.036 s.
Size | 1.3 × 1.3 × 1.3 m3 |
---|---|
Mass | 0.01 |
Orbit Radius | 350.1 m |
Orbit Period | ?? s |
Revolution Velocity | 222.6 m/s |
Surface Radius |
350–256 m ~ 300 m ~ 290–115 m 63 m 40 m |
---|---|
Atmosphere Radius | 500 m |
Gravitational Radius | 300 m |
Mass | 3.00 × 106 |
Surface Gravity | 10 m/s2 0.833 x |
Orbit Radius | 11690.9 m |
Orbit Period | 397.12 s |
Revolution Velocity | 185.0 m/s |
Sidereal Day | 314.16 s |
Rotation Velocity | 0.02 rad/s |
Angular Velocity | 50 (From old spreadsheet. Unit?) |
Day Length | ?? s |
Surface Radius |
100.62 → 85.31 m 146 m ~ 90 m 73 m |
---|---|
Atmosphere Radius | 150 m |
Gravitational Radius | 130 m |
Mass | 909999.9 |
Surface Gravity | 7 m/s2 0.583 x |
Orbit Radius | 1000 m |
Orbit Period | ?? s |
Revolution Velocity | 239.7 m/s |
Sidereal Day | 31.42 s |
Rotation Velocity | –0.2 rad/s |
Angular Velocity | 5 (From old spreadsheet. Unit?) |
Day Length | ?? s |
Surface Radius |
760 m 564–295 m 500 m 450 m 200 m 210–25 m |
---|---|
Atmosphere Radius | 950–850 m |
Gravitational Radius | 900 m |
Mass | 2.178 × 107 |
Surface Gravity | 24.2 m/s2 2.017 x |
Orbit Radius | 16457.6 m |
Orbit Period | 663.28 s |
Revolution Velocity | 155.9 m/s |
Giant’s Deep does not rotate.
Size |
270 × 240 × 394 m 20 × 20 × 65 m 44 × 30 × 35 m 40 × 35 × 35 m |
---|---|
Mass | 300000 each |
Surface Gravity | Absolute: 5 m/s2 0.417 x Perceived: ?? m/s2 ?? x |
Orbit Radius | 1200 m |
Orbit Period | ?? |
Revolution Velocity | 280.4 m/s |
Surface Radius |
955–480 m ~ 650 m ~ 200 m ~ 60 m |
---|---|
Gravitational Radius | 650 m |
Mass | 3.25 × 106 |
Surface Gravity | 5 m/s2 0.417 x |
Orbit Radius | 20000 m |
Orbit Period | 888.58 s |
Revolution Velocity | 141.4 m/s |
Dark Bramble does not rotate.
Surface Radius | 40 m |
---|---|
Mass | 999.9999 |
Surface Gravity | ?? m/s2 ?? x |
Distance to the Sun | 23000 m |
The White Hole is static, located at a distance of 23 km away from the sun.
Surface Radius |
53 m 39 m 84 × 30 × 81 m 22 × 16 × 33 m |
---|---|
Mass | 100 100 |
Surface Gravity | 5 m/s2 0.417 x |
Orbit Radius | 22538.19 m 461.815 m |
Sidereal Day | 41.89 s |
Rotation Velocity | 0.18 rad/s |
The White Hole Station is static, aligned between the White Hole and the sun at a distance of about 22.5 km from the sun and about 462 m away from the white hole.
Surface Radius |
218 m 86 m ~ 80 m 50 × 50 × 50 m |
---|---|
Atmosphere Radius |
~ 3000 m ~ 1200 m |
Gravitational Radius | 110 m |
Mass | 5.50 × 105 |
Surface Gravity | 5 m/s2 0.417 x |
Orbit Radius | Apoapsis: 24100 m Periapsis: ~ 2400 m Eccentricity: 0.819 |
Orbit Period | 478.95 s |
The Interloper is tidally locked to the sun. When it reaches its aphelion or perihelion, the Interloper’s center of mass is aligned with those of the sun and the White Hole. The Interloper accelerates as it orbits closer to the sun, and decelerates as it leaves the perihelion.
The Interloper has an orbital period of 8 min and an eccentricity of 0.82:
Eccentricity: e Perihelion: P = a(1 - e) Aphelion: A = a(1 + e)
A + P = 2a, a = (A + P)/2 = 13200 e = A/a - 1 = 0.82
(Observation & calculus by Name)
Datamining revealed that the ice is programmed to start melting when the Interloper is 8 km away from the sun (Trifid), and use of Kepler’s Equation calculates that the first occurrence should happen at 03:31 (Name). However, the opening of the ice is only detectable by the naked eye a few seconds later, and the opening is wide enough to let the player through sometime between 03:40 and 03:43 (Name).
TBA: At which maximal distance from the sun can the player character fit through the cracks?
During the first loop of a new expedition, the sun does not expand and there is no time limit until the statue pairing occurs. In order to avoid a collision between the Interloper and Timber Hearth, it is hardcoded for the Interloper to automatically disappear at the 20:00 mark.
Size | 6.5 × 4.4 × 2.9 m |
---|---|
Mass | 0.5 |
Orbit Radius | 26000 m |
Orbit Period | 1317.08 s |
Revolution Velocity | 124.0 m/s |
Initial Angle | 345° |
At 00:00
into the time loop, the satellite’s angle is 345°
.
The satellite reaches an angle of 40° at 03:21.279 into the loop. During the same loop, the following angles were recorded on Switch:
Time | Angle |
---|---|
00:00 | Pressing the button “Wake Up” |
02:45 | 30° |
03:03 | 35° |
03:21 | 40° |
03:40 | 45° |
03:58 | 50° |
04:35 | 60° |
05:12 | 70° |
05:48 | 80° |
07:56 | 115° |
08:14 | 120° |
08:51 | 130° |
09:28 | 140° |
10:04 | 150° |
10:41 | 160° |
11:17 | 170° |
11:54 | 180° |
12:30 | 190° |
13:07 | 200° |
From the data above, a linear regression shows that the satellite’s angular speed is 0.2733 °/s, or about 0.005 rad/s, and that the initial angle at the start of the loop is 345° (or –15°). Considering the fact that the satellite’s orbit has a radius of 26 km, it can be calculated that the satellite’s velocity is 124 m/s.
θ = 0.2733 × t –15.086	|	R2 = 1
More accurate values were found by Trifid through datamining considering the initial position and velocity of the satellite. These are the values used in the interactive calculator and shared in the table above.
Size | ?? m |
---|---|
Gravitational Radius | 330–200 m |
Mass | 300000 |
Surface Gravity | 15 m/s2 1.25 x |
Distance to the Sun | ~ 11900 m |
Sidereal Day | 125.66 s |
Rotation Velocity | –0.05 rad/s |
Solar Sails Acceleration | 0.2 m/s2 |
At 00:00
into the time loop, the Stranger is located at a distance of 11894.537 m
from the sun, and is moving away at a velocity of 0 m/s
.
In order to flee the supernova, the Stranger starts to leave its initial position at 06:45 into the loop and moves with a constant acceleration of 0.2 m/s2 along its 40°-above-the-ecliptic radial axis. This means that its velocity increases linearly by 1 m/s every 5 s.
If x
(in meters) is the Stranger’s distance from the sun and v
its velocity at a given time t
(in seconds), provided t
is superior to 405 s (06:45):
x(t) = 11894.5368659 + 0.1 × (t-405)2
v(t) = 0.2 × (t-405)
Surface Radius | 70 m |
---|---|
Atmosphere Radius | 100–110 m |
Gravitational Radius | 110 m |
Mass | 5.50 × 105 |
Surface Gravity | 5 m/s2 0.417 x |
Orbit Radius ![]() | 1700 m |
Orbit Radius ![]() | 1100 m |
Orbit Radius ![]() | 1400 m |
Orbit Radius ![]() | 1500 m |
Orbit Radius ![]() | 1500 m |
Orbit Radius | 6000 m |
Orbit Radius | 30,000 m |
1 The Quantum Moon will never orbit around Ash Twin, or even around the Hourglass Twins’ barycenter; instead, the Quantum Moon orbits Ember Twin specifically.
2 In-game, the Quantum Moon’s Sixth Location is actually set on an orbit around the sun itself with a radius of about 30km, and made (almost) invisible from outside.
TBA: The Quantum Moon’s orbital velocity appears constant, but no value has been calculated so far.
Surface Radius | 201 ± 10 m (Source) |
---|---|
Gravitational Radius | 300 m |
Mass | 9 × 106 |
Surface Gravity | 30 m/s2 2.5 x |
Orbit Radius | 353593 m (by Trifid & Name) Between 500 and 1000 km According to the sun object in the eye scene, the distance is exactly 1283160 m, which gives a period of 5 days if it’s an orbit. — Trifid (2024/07/18) |
Orbit Period | 18 h 20 min 55 s |
Trifid and Name calculated the Eye’s orbital radius via measuring the angular size of the sun with pixel measurements.
Brittle Hollow’s Southern Observatory provides a projection of the solar system superimposed with the minimal and maximal radii at which the Nomai expected the Eye to orbit around the sun. According to this projection’s 3D model, the minimal and maximal radii are respectively 500km and 1000km (while comparing with the orbit radius of the Hourglass Twins).
The Quantum Moon’s orbit around the Eye has a radius of about 6 km.
Red timings correspond to warp windows which cannot be used in-game due to Ash Twin’s sand level being too high to allow warping.
Window opening | Stays open (s) | Notes |
---|---|---|
03:01.7 | Inaccessible | |
03:51.1 | Inaccessible | |
04:40.3 | Inaccessible | |
05:30.7 | ||
06:20.0 | ||
07:09.3 | ||
07:59.6 | ||
08:48.8 | ||
09:38.2 | ||
10:28.6 | ||
11:17.7 |
The sun station’s destruction prevents any warp windows after 11:30.
Due to the alignment being between the tower and the sun itself, the warp windows open once every 49.6 s. The distance between Ash Twin and the sun also remains constant, therefore all windows remain open for ?? s.
Red timings correspond to warp windows which cannot be used in-game due to Ash Twin’s sand level being too high to allow warping.
Window opening | Stays open (s) | Notes |
---|---|---|
07:53.2 | ||
10:18.7 | ||
12:44.3 | ||
15:10.0 | ||
17:35.6 | ||
20:01.1 |
For the time being, only warp windows which will actually result in a possible warp are displayed. Earlier warp windows can exist, but will not result in a warp because of the sand still covering the warp platform.
Red timings correspond to warp windows which cannot be used in-game due to Ash Twin’s sand level being too high to allow warping.
Window opening | Stays open (s) | Notes |
---|---|---|
10:13.8 | This warp is almost functional. The black hole opens, but the sand is still too high to let you enter it. | |
11:23.1 | ||
12:33.1 | ||
13:32.4 | ||
14:38.3 | ||
15:51.6 | Caution: The column of sand passes overhead around the same time. | |
16:50.7 | ||
17:55.6 | ||
19:10.0 | ||
20:08.8 | ||
21:14.4 |
Red timings correspond to warp windows which cannot be used in-game due to Ash Twin’s sand level being too high to allow warping.
Window opening | Stays open (s) | Notes |
---|---|---|
10:52.1 | ||
12:12.8 | ||
13:19.4 | ||
14:37.7 | ||
15:46.8 | ||
17:00.5 | ||
18:14.2 | ||
19.23.6 | ||
20:41.6 | ||
21:48.7 |
Red timings correspond to warp windows which cannot be used in-game due to Ash Twin’s sand level being too high to allow warping.
Window opening | Stays open (s) | Notes |
---|
See the General Data lore card for footnotes 1 and 2 in regards to the Quantum Moon’s orbiting Ember Twin or the Sun (sixth location).
In-game, whenever the possibilities are collapsed for the Quantum Moon, the following parameters are determined:
Observations confirmed by @ixrec through datamining
Because of the large orbit radius in the case of the Hourglass Twins’ version of the Quantum Moon, it is possible to die engulfed by the expanding sun before the supernova occurs. Starting from 15:00 in the loop (7 min before the supernova), the Quantum Moon will no longer be able to appear around the Twins unless you are already standing on it.
Of note: The glowing entities discussed in this lore card have no known official name. This web page refers to them as “fireflies” for convenience, but these creatures could theoretically be anything, perhaps not even bugs – or perhaps not even lifeforms at all. TBA: Check whether the datamined file name for their 3D model may clarify this, albeit in a non-official manner?
Video footage and discovery made by @beefbuket (Original Imgur Album)
A Timber Hearth firefly will usually glow for about 15 s before dimming, while the Quantum Moon’s counterparts flicker in and out of view multiple times a second.
The displacement of the entire swarm being connected to the player’s observation is a direct indication of quantum behavior. This makes it unclear whether the Quantum Moon’s fireflies are actually alive or not.
It may be too speculative to directly attribute the “glitchy” flickering of an individual firefly to a quantum phenomenon as well, though it is a possibility: it could be hypothesized that observation of one of these fireflies ceases whenever its light goes out, thus letting it change states and reappear elsewhere within the swarm once its light becomes visible again – despite technically remaining within the player’s field of vision all the whileOf note: This assertion contradicts the in-game fact that quantum objects will actually remain locked in place even if conscious observation is interrupted by an opaque obstruction (for example, the Quantum Moon will not change locations when it passes behind the astral body it orbits, so long as it is still technically within the player’s field of vision).
The question of whether this in-game behavior should be considered part of the in-universe inner workings of quantum physics, or an artifact of the videogame’s way of handling quantum objects, is so far up for debate..
The Attlerock passes exactly between the sun and Timber Hearth every 176 ± 1.3 s, causing a solar eclipse somewhere on Timber Hearth each time. There are eight eclipses during the time loop:
Time | Position of the sun relative to the village’s sky (0° = midnight, 180° = noon) |
---|---|
00:43 | ~40° |
03:41 | ~190° |
06:36 | ~345° |
09:29 | ~135° |
12:26 | ~290° |
15:22 | ~80° |
18:17 | ~230° |
21:13 | ~25° |
HornfelsDialogue Branch: CuratorEyesOpen |
---|
…Even if I have been poring over it every night for weeks. |
This does not indicate how long a night or week is.
“I still think Dark Bramble being a carnivorous plant is a fun idea, even if the final version definitely works better overall.” — Alex Beachum
This implies that Dark Bramble’s metabolism does not rely on carnivorous behavior in the final version of the game (regardless of whether it could have been shown or not in gameplay).
File: BH_Forge_AlignmentWindow |
---|
POKE: We don’t need the alignment angle to be exact; it only needs to be within five degrees of the astral body’s center. Reveals ship log fact Warp tower alignment angles are not exact. They only need to be within five degrees of the astral body’s center. POKE: Of note: This gives us a slightly longer warp window. I imagine this window will last roughly several seconds. Reveals ship log fact This results in slightly longer warp windows that last roughly several seconds. POKE: As such, any Nomai stepping onto the warp platform during the active window will be immediately warped. We will need to be careful around the platform for the duration of the time it’s active to avoid accidental transportation. Reveals ship log fact Anyone stepping onto the warp platform during the active window will be immediately warped. |
Just as stated by Poke, warp windows are designed to open when the planetary alignment occurs, with a 5° margin of error.
It is only possible to activate the warp platform starting from the moment when the warp platform aligns with the center of the astral body, and up to the moment when the angle reaches 5°. This margin of error results in an inconsistent warp window duration for any astral body other than the sun or the Hourglass Twins (in which case the circular orbit gives periodicity in both the timing and duration of the warp windows), as the window duration depends on the distance between the warp platform and the astral body.
If the warp window is activated but there is an obstruction to prevent the object from actually warping (such as the sand level being too high), then the black hole will remain open for four seconds in total before vanishing, thus remaining open much longer than for the duration of a normal warp window.
This was observed with multiple warp windows in the Sun, Brittle Hollow and Giant’s Deep towers by manually adjusting the sand level using the Sand Control mod so as to obstruct their warp platforms. In every warp window documented, the warp window behaves exactly the same way: The black hole opens in 1 s, remains open for 2 s, then takes 1 s to close.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 7:17
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: What order did the Outer Wilds Venturers join? I have guesses based off ship design but Im really Interested!
Alex Beachum: (via Kelsey our writer) Slate, Feldspar, Gossan, Esker, Hornfels → Chert → Riebeck → Gabbro
Of note: This is the order in which each member joined the space program; it does not confirm whether the order in which the travelers had their first launch is the same or not.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 8:35
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: To be sure I understand the ATP. If Slate found a new statue 10 minutes after we sync, it wouldn’t activate. Is that correct?
Alex Beachum: Actually it would activate and pair with Slate, so long as no one has already paired with it and it’s loop 9354 or later.
Of note: Alex Beachum mentions loop “9354” instead of “9,318,054” because this interview was led before Patch 1.0.7 — in which one of the narrative changes involved precisely increasing the loop number at which the Nomai probe found the Eye of the universe.
The Lore Explorer’s video came out on March 19, 2020; Patch 1.0.6 became available on March 23, and Patch 1.0.7 on June 29.
Rocket Scientist |
---|
Whoa, hold it! How do you know the launch codes? |
The Protagonist |
---|
From the observatory, remember? |
Rocket Scientist |
Really? Oh, I didn’t see you leave… must have dozed off. |
Er, I mean I must have been busy calibrating the starboard thrusters! Yessiree, all systems check out. The 2013 Alpha version used “Yessir” instead of “Yessiree.” |
The Protagonist |
---|
How… how did I get back here? |
Rocket Scientist |
Back where? Didn’t you just walk up here from the village? |
Don’t go crazy on me, this ship needs 110% of your attention (the extra 10% is to keep the autopilot from flying into the Sun). The 2013 Alpha version wrote “%110” and “%10” instead of “110%” and “10%.” |
Rocket Scientist |
---|
Anyway, I guess you’re ready to launch! Take good care of her for me. |
Of note: The 2013 Alpha version of the game did not use neutral pronouns for Hearthians.
File: OPC_Sunken_AllLaunchesData |
---|
Retrieving previous launch data from Ash Twin. Total number of probes launched: <NbTimeloops> Reveals ship log fact The Orbital Probe Cannon has launched millions of probes. (This fact would mention “thousands” of probes before Patch 1.0.7) Deep space anomaly matching all known criteria for the Eye of the universe found by probe 9,318,054. Reveals ship log fact The 9,318,054th probe located a deep space anomaly matching all known criteria for the Eye of the universe. (This fact would mention the “9,354th” probe before Patch 1.0.7) |
If the probe tracking module is reached on the same loop as the one during which the Protagonist gets paired with a statue, then
It is of note that the “current trajectory” shown by the in-game projection does not match the trajectory which presumably found the Eye of the universe: the Eye icon shown during the projection which displays all of the millions of launches of the probe will not be part of the projection for the current loop’s launch, and the orientation of the current loop’s trajectory is still random.
Just like the fact that the first loop’s countdown to the supernova doesn’t start until the Protagonist gets paired with the museum’s statue, this gameplay feature is most likely not accurate to the in-universe lore.
Of note: Considering the way the game’s world is constructed, the Eye of the universe is not part of the same open world as the rest of the solar system: therefore, there is no direction in which the probe could be launched in-game that could lead to it, which is why its trajectory during the first loop of a new expedition is just as random as any other.
The third line in file OPC_Sunken_AllLaunchesData
was modified twice, the first time after having “Increased the plausibility of a certain number on Giant’s Deep” as mentioned in the Patch 1.0.7 release notes:
Before Patch 1.0.7 |
---|
Deep space anomaly matching all known criteria for the Eye of the universe found by probe 9354. |
Modified in Patch 1.0.7 |
Deep space anomaly matching all known criteria for the Eye of the universe found by probe 9,318,054. |
Modified between Patches 1.0.8 and 1.1.10 |
Deep space anomaly matching all known criteria for the Eye of the universe found by probe <FirstLoop>. |
Up until Patch 1.0.7, less than ten thousands of probes had been launched instead of over nine million. Though the current version has “
This result was timed from the length of two consecutive days in the same loop (there is no fourth sunrise before the supernova) on a Switch game without ever moving from the spawn location.
It is considered sunrise when the soundtrack “Timber Hearth” begins, and sunset once this track ends.
Time | Event |
---|---|
01:43 | ☀️ Sunrise |
05:07 | 🌑 Sunset |
08:39 | ☀️ Sunrise |
12:03 | 🌑 Sunset |
15:35 | ☀️ Sunrise |
18:59 | 🌑 Sunset |
22:27 | Death by supernova |
22:31 | (Extrapolated: would have been sunrise) |
Even from the observatory, the supernova cannot be noticed until just a few moments before death.
When the sun stops collapsing and starts exploding
The Protagonist |
---|
I can’t believe you destroyed your ship. |
FeldsparDialogue Branch: Feldspar6c |
Easy for you to say. Your ship probably has all kinds of fancy modifications and upgrades, like “working retro boosters” and “non-flammable construction materials.” |
The in-game ship model shows that it lacks downward thrusters, but still has 5 directional boosters (Observation by @vskii).
This can be demonstrated in the following artworks:
Achievement icons designed by Ian Jacobson
Steam Community Items: Emoticons
SelfDialogue Branch: Wrong3C |
---|
Besides, an extra version of us is definitely better than if we’d created an extra anglerfish or something. |
The Protagonist |
Agreed. We’re charming and have fewer teeth. |
This quote does not quite indicate for certain whether Hearthians have teeth, just that they have less than the anglerfish do (with the number of teeth thus including the possibility for 0).
Moreover, considering the sarcasm, this may not even be biologically accurate to begin with: anglerfish only have 25 teeth, while an adult human has 32, or 28 without the wisdom teeth. If Hearthians are indeed meant to have a dentition similar to humans, then the Protagonist may be thinking less in terms of actual number, and more in terms of size and sharpness.
File: computerfile.txt |
---|
Every 100 years, sand spontaneously flows from one planet to the other. |
File: planetdescriptions/HT_Description.txt |
Spontaneous sand transfer occurs once every 100 years. Geological mechanism unknown. |
However, the final release of the game arguably disproves this:
Unless the mystery of the “anomaly” which the deep space satellite detected at an angle of 40° has been unsolved for a hundred years, the fact that the first pictures it took show the twins in the midst of a sand exchange demonstrates that the process happens a lot more frequently.
Unless Chert is more than a hundred years old and some, this proves that the sand column forms more frequently than it did in the alphas.
The Protagonist |
---|
How dangerous is that big column of falling sand? |
ChertDialogue Branch: Chert3 |
On a scale of one to dead, I’d give it a seven or eight. Awfully pretty, though. |
Right now sand is flowing from Ash Twin to Ember Twin, but did you know the process eventually reverses? We’re not completely sure why the sand flows back and forth between the Twins, but it seems to be a natural phenomena. |
Oh, if you’d like to see something interesting, check out the other Twin once a little more of its sand drains off. I promise you won’t be disappointed. |
This proves that Chert knows what sandless Ash Twin looks like, and may even imply that they have visited it in the past (or at least sent their scout there to study it).
File: planetdescriptions/DB_Description.txt |
---|
|
The fact that this is the description for Dark Bramble shows that “Trailblazer 1” refers to Feldspar’s ship.
File: planetdescriptions/DB_Description.txt |
---|
|
Considering the fact that Hornfels (who is in charge of ground control and therefore should have been the one to receive the transmission) not only has no idea that Feldspar is in Dark Bramble, but also explicitly believes that nobody explored the planet at all, it seems reasonable to conclude that this “last known transmission” never occurred in the final release of the game.
HornfelsDialogue Branch: Curator4 |
---|
Should you choose to go to Dark Bramble, be very careful. No one’s explored there before, either, for what you’ll find are excellent reasons. |
HornfelsDialogue Branch: CuratorFeldsparFound |
You found Feldspar?! And they’re in Dark Bramble?! Stars above, this is wonderful news! Thank you! Thank you for finding them! |
Not only does Hornfels not know that Feldspar is in Dark Bramble, they also believe that nobody ever entered it.
File: GD_StatueIsland_ConsciousnessDebate |
---|
PHLOX: I’m curious: Is sending a being’s memories back in time the same as sending the being itself back in time? PHLOX: As an example, if we were to send my memories back in time, is that the same as sending “me” back in time (not my physical body, but my essence)? DAZ: I imagine they’re two different actions. CASSAVA: Wouldn’t both actions be effectively the same? DAZ: Suppose that time was being rewritten. I believe this is different than receiving memories from what is effectively the future. CASSAVA: But isn’t the end result identical in either case? |
These messages were all left linearly (the dialogue does not branch off into separate threads).
The Nomai Consciousness Debate on Giant’s Deep addresses this topic and leaves unclear conclusions. The file containing this dialogue however contains the following hidden comments:
WHAT’S HAPPENING: You’re receiving memories from a future version of you that’s never going to happen.
How do we classify those memories metaphysically?
Do you actually die, considering "future" you kind of never exists/happens?
Is a person just their memories?
Is the version of you that dies and has its memories copied and sent back in time really you?PHLOX: I’m curious:
Because the memories are being sent back in time, and time gets rewritten, does the person who died really exist?
If you overwrite a timeline, do the events of that timeline still count?
It’s both true that the events will ever happen, but it’s also true we have a record of them happening. (What are the ethical implications of that?)
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 6:51
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Are we the same Hearthian every time we wake up? (At least your take on it. As it may just be a philosophical thing, its fine if you want to reserve it)
Alex Beachum: Definitely up for debate. It partially depends on whether the act of time travel rewrites the past completely or creates a new parallel timeline (not gonna answer that here).
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 8:00
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Any info regarding the Nomai timeline would be amazing. Not dates. Just like "Escape pod 2 - Temporary city - sunless city - eye shrine - Quantum Moon Locator"
Alex Beachum: Major timeline breaks down (loosely) as follows: Shipwrecked in the solar system → Settlements constructed (Sunless and Hanging cities) → Reinvention of spaceflight (gravity cannons) and reunion of Nomai survivors → Quest to land on Quantum Moon → Construction of Eye signal locators + Discovery of time travel → Construction of ATP → arrival of Interloper
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 1:26
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Ember and Ash Twin have solar panels. How is the Hanging City at Brittle Hollow powered?
Alex Beachum: Perhaps the answer lies not above but below...
Of note: While Alex Beachum’s answer alludes to the black hole at the center of Brittle Hollow, it is possible that the Nomai could not directly access it right after the crash of Escape Pod 1. The black hole itself and its properties are a direct consequence of the raw gravity crystals contained in Brittle Hollow’s crust, however: therefore, it is possible that this vague answer refers either solely to the black hole, or primarily at first to the energy contained within the gravity crystals, which were easier to access prior to the Nomai’s reinvention of spaceflight (and the black hole’s energy could then only be harnessed after that point).
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 1:42
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: I imagine the Black Hole Forge as a special spoon that scoops out tiny black holes. How accurate is that? I wouldnt put it past the Nomai!
Alex Beachum: No spoons involved (black holes are just warped spacetime), but the forge does lower the cores to expose them to the horizon of the black hole.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 2:09
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Did the Nomai discover gravity crystals on Brittle Hollow? Or invent them with material from Brittle Hollow?
Alex Beachum: There is a spot in the Old Settlement where the Nomai crafted the first gravity crystals (there are a couple of broken gravity crystals on the ground). They are refined from the natural crystal which has latent gravitational properties (that black hole isn’t there randomly).
If the cloud layer is disabled in-game, it can be observed that the reason why you always land on the Quantum Moon’s south pole is because it will constantly reorient itself during your flight so that your ship will always face the south pole.
It can be observed via datamining that in the game’s text file related to their dialogue (
Helmets like these are our explorers’ windows on the Universe. Each helmet is custom-made to fit its wearer, with a stylish gold visor that provides protection from direct sun exposure. |
This conclusion was reached by looking at the architecture of both types of contraption.
Additionally, flying through one of the Orbital Probe Cannon’s broken parts will launch you at higher speed much like an intact gravity cannon would (Reddit: Video example).
The suit’s
This measure was obtained by opening the game on Switch, starting the timer at the same time as pressing “Wake Up,” pressing “Doze off” when the timer reached ten seconds, then writing down the last number seen before the Protagonist woke up automatically (20:22) and adding ten seconds to it.
This can be most easily observed from inside the Nomai ruins crater: the sun will rise in-between the arches, which are facing West.
This was tested on Switch by walking around and navigating between all versions of the Quantum Moon without wearing the spacesuit.
All towers are located on the equator of Ash Twin, which is necessary for the planetary alignments to occur.
The fact that the solar panels are located on the poles maximizes their exposure to the sunlight, as it means that they will never be hidden in the planet’s shadow thanks to Ash Twin’s lack of axial tilt.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 0:53
into his video. Here is a transcript:
“I asked Alex about how long is the natural Nomai lifespan? The response was: Much longer than a Hearthian lifespan, although it’s hardly a fair contest considering Hearthians’ general disregard for their personal safety.” — The Lore Explorer
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 4:01
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Does Dark Bramble originate from our solar system?
Alex Beachum: Maybe, or maybe a seed from a distant planet found its way across the void to the water planet it shattered.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 4:27
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Does the seed on Timber Hearth originate from Dark Bramble?
Alex Beachum: Yes.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 4:35
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: Ive seen what look like Bramble "node entrances" behind ice Bramble vines. They were inside another broken vine. Does Bramble connect, to other giant Bramble plants like it, with entrances normally hidden within vines?
Alex Beachum: Dark Bramble has grown into multiple worlds that are now all connected by a weird extradimensional root system. Known worlds include Timber Hearth, the unnamed ocean world (now frozen and shattered), and Elsinore castle.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 3:06
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: How did the Nomai keep sand out of the caves in Ember Twin?
Alex Beachum: The giant doors to the Sunless City used to keep the sand out.
Watch the full interview: Youtube
This information is shared by The Lore Explorer at 3:20
into his video. He also shared the transcript in written form of both his initial question and the answer he originally received via email:
The Lore Explorer: The Nomai Coleus discovered quantum entanglement. Was it common practice for young Nomai to visit the sight where they discovered it to learn about entanglement?
Alex Beachum: Yes. We chose not to make an explicit reference at the site to avoid confusion about the order of events regarding Coleus.
The following observations were made on the Steam version of Outer Wilds (Patch 1.1.14) by using Pacific Engine’s Cheats Mod to put on the Zero-G cave suit outside its intended location.
The first photographs taken by the deep space satellite and printed by Hornfels can be found inside Timber Hearth’s radio tower. The Twins’ sand column is most visible for angles 350° and 248°.
(For the dataminers, look for file