Entry 4

Your horoscope says: plant more turnips

. Written to catch up on decisions made before the diary began.

It started as a small idea. It did not stay small.

When you create your character in Nana’s Nebula, you pick from six looks, give them a name, and they come with a fixed backstory. That part was settled early. Then I thought: this is a game about space. Space is full of stars. What if you also picked a star sign?

Small perks, small quirks

Each sign gives you a minor strength and a mild weakness. Nothing game-breaking, just a little flavour that nudges how you play. For example:

  • Libra: +10% crop yield, but +5% fuel use. Balanced, as the scales would want. Mostly.

The rule I’ve set myself is that no sign should ever feel like the “correct” pick. If everyone who looks at a wiki ends up choosing the same one, I’ve done it wrong. They should feel like personality, not strategy.

Then it kept going

Once the signs existed, they started turning up everywhere:

  • The café does a daily horoscope. Pop into the spaceport café and there’s a reading for your sign. Sometimes it’s a genuine hint. Sometimes it’s wonderfully vague. Occasionally it’s just wrong, as horoscopes are.
  • Townsfolk have signs too. Some of them get along better with yours than others. Nothing dramatic, just the kind of friction where one neighbour is always slightly warmer to you than another.
  • The Observatory can realign your sign. Picked Libra and now regret the fuel bills? Head to the Observatory and change it. Space astrology is apparently a lot more flexible than the regular kind.

I’ll admit this is classic feature creep. One idea became four. But it’s the good kind, because every piece ties back into the cozy daily rhythm: get up, check the horoscope, decide whether to take its advice about turnips, ignore it, regret it.

I’m a skeptic about astrology in real life. In a game where I control the stars, though, it’s surprisingly accurate.