Yet that rumour is driving scientist Lisa, as it may be all that humanity has left.

The space setting is really the backdrop for tales about humanitys expansive ideals, simultaneously disconnected and interconnected.

“We always start with a story first and build on that,” says Chen.

A character in Opus: Prism Peak looks back towards the camera - a literal camera, with a viewfinder

I dont want to say its gameplay second, but we use those mechanics in support of storytelling."

Thats how we verify theres a good balance between them," Chen explains.

He’s been open about his design approach before.

The little robot in Opus: The Day We Found Earth having a conversation with the scientist who built them

But, crucially, this cant be mindless, and must be in service of the story.

The growth of both the series and its target audience have evolved with the domestic industry.

“We have to price games much, much lower [on mobile].

Exploring a laboratory in Opus: The Day We Found Earth

This differed across titles as the series went on.

Chen notes this multiplatform release schedule still factored into design at all levels, including in story.

Opus is one of a few Taiwanese indie titles to break through into international markets in recent years.

A woman in a spacesuit asks a man ‘Would you like to see it?’ in an Opus: Echo of Starsong screenshot.

We also have local publishers who are starting to publish worldwide which really helps too.”

Opus will continue beyond the trilogy of games already released.

Its striking but uncharted territory for the franchise.

A camera points to a young girl looking back over her shoulder in artwork for OPUS: Prism Peak

“Its still sci-fi, I can say that its still sci-fi,” teases Chen.

Its going to be the same here, most importantly."

Its unlikely well learn any more about the game anytime soon.