Live One Lifetime in the AiO Universe

StarGate Life Log is a browser life-sim on AiOVerse with a cyan sci-fi HUD. Play eight lifeforms, rare starts, star-map routes, faction events, and 100+ endings—free online from bi…

Oct 18, 2026 - 23:11
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Live One Lifetime in the AiO Universe

Play now: StarGate Life Log · AiO (Chinese entry; EN locale available in-game)

What Hook Does This Browser Game Sell

StarGate Life Log is not a reskin gacha loop. It turns birth → choice → travel → finale into a replayable browser life log. The cyan AiO HUD is dense on purpose, and the pitch is clear:

  • Zero install: open in the browser; desktop multi-column HUD, mobile log-first + dock
  • Eight lifeforms: species change the event tone—not just a coat of paint
  • Rare character cards: orange+ starts hit harder on day one
  • Factions rewrite the script: hostility, stealth, rogue flags, and “no cognition” all matter
  • Star map + routes + infection rules: where you are is already a risk
  • 100+ endings + a growing event pool: built for multi-species, multi-camp runs

How a Run Starts

  1. Open StarGate Life Log · AiO
  2. Finish birth and setup before the main play loop
  3. Draw or confirm a character card, then enter events and choices
  4. Locate and travel on the star map; bank resources and standing
  5. Reach a finale for that life—then start another

Character Card Selling Points

Your card decides who you are for this lifetime. Rarity boosts the opening; lifeform locks event flavor.

AxisWhat it meansWhy you reroll
RarityCommon → rare → orange+High rarity raises opening stats and drama
LifeformEight species / node identitiesSame map, different event pools
Camp tagsHuman / sapient machine / e-life / synthetic / zombie node…Sets default foes, allies, and ending chains
Machine fractionHalf-human, cyborg zombie nodes, etc.Infectable by e-life or controllable by sapient machines
Birth locale biase.g. Kepler-186F, 1649CDifferent start tiles and encounter tables

Faction Overview

CampSubtypes / examplesTone & pitch
Human campPure human, half-human, mechanical lifeformsInstitutional mainline; half-humans carry machine risk; cleaners / XT-class still count as human-side
Sapient machinesAwakened electromechanicsDefault stealth: humans rarely suspect awakening; strong in open war but fragile—high burst, easy wipe
Electronic life (wild)Native Kepler-186F swarmInfo-life that mutated after human machines arrived
Synthetic e-lifeHuman-madeAllied while stable; rogue → hostile to all; can be seized by sapient machines (including a death ending)
Zombie consciousness nodesPure-human convert / half-human convertHostile to humans; locked to 1649C; no cognition of off-world life (machines / e-life / synthetic)

How Faction Relations Feed Gameplay

Relations are four-state, not a simple friend/foe checkbox:

  • Ally: default non-hostile (human camp internally; synthetic e-life while stable)
  • Hostile: default war (humans ↔ zombie nodes)
  • Conditional: depends on exposure, rogue flags, infection, or insight
  • Unknown / no cognition: zombie nodes do not “read” off-world factions as peers—events resolve by threat or contact
PairDefaultKey twist
Humans ↔ sapient machinesConditionalStealth looks like coworkers; exposure or open war flips hostile
Humans ↔ wild e-lifeConditionalContact + cleaner history often push hostility; pre-exposure can look like a glitch
Humans ↔ synthetic e-lifeAlly (if stable)Rogue → hostile to humans too
Humans ↔ zombie nodesHostileOne of the hard opposition axes
Sapient ↔ syntheticConditionalMachines can contest or control synthetics
Sapient / e-life ↔ cyborg zombiesConditionalMachine parts open control / infection channels; pure-human converts lack them
Zombies ↔ sapient / e-life / syntheticNo cognitionNever left 1649C; they do not frame you as an off-world power

Asymmetry is the real hook: a zombie node may not “see” you as a sapient machine—yet a half-human zombie can still be controlled or infected. Same star map, different script forks by identity.

More Reasons to Open Another Run

  • Economy & choice costs: short gains versus long plans—not mindless taps
  • Star-map identity: birthplace, lanes, tide zones, and infection reshape encounters
  • Camp-specific ending chains: e.g. synthetic “controlled by sapient machine” death push you to reroll camps
  • CN / EN locales: share lore across audiences
  • Living content: events and endings grow via the Archive Console-style admin import

Bottom Line

Want one rare card, one camp web, and one lifetime from 186F mutation to 1649C zombie nodes? Open StarGate Life Log · AiO and start.

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