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hyperspace effect

hyperspace effect

The Halo Effect

The Halo Effect

Noel Arden just wants to disappear. As a member of a prestigious and influential family known for producing powerful espers and guides, Noel’s D classification is an embarrassment. Determined to work as a guide despite his father’s opposition, Noel spends his days in the D-suite of Halo, the largest, most successful Paradigm agency in the country, keeping his head down and enduring the less pleasant aspects of his job. It’s not a bad life; he likes his coworkers, he doesn’t have to rely on his increasingly hostile father, and he’s almost never deployed to Fray sites. As long as he steers clear of his S-class esper half-brother, he can just melt into the background and pretend to be a normal, low level guide, just one of hundreds in Halo’s bottom ranks. Invisible and unremarkable. Exactly the way he wants it. Then an emergency situation during an unexpected deployment forces Noel to shatter his quiet, boring life with his own hands and thrusts him directly into the notoriety he’s worked so hard to avoid. When he witnesses Jade Ransom, Halo’s star esper and one of the only S-classes in the country, melting down from corruption overload, Noel has no choice but to use the ability he swore to never reveal in order to save both Jade and the city from destruction. Jade, desperate after a life of guiding intolerance, latches onto Noel as the only guide he’s ever properly synced with and insists on being exclusive partners. With his back against the wall and his pesky conscience whispering in his ear, Noel agrees. Struggling to balance his secret, his normal job, and his connection to Jade, Noel finds the stable life he worked so hard to build crumbling around him. And as he and Jade grow closer, Noel has to reckon with the vast differences between them and decide if he’s prepared to burn himself out just to let Jade shine. #GUIDEVERSE #ESPER #SLOWBURN [ADULT LANGUAGE AND SUBJECT MATTER] *original cover by me
LGBT+
73 Chs
The Butterfly Effect: I Refuse This Ending

The Butterfly Effect: I Refuse This Ending

Ren dies without warning… and wakes up inside a novel he once read. Not as the hero. Not even as a side character. But as Kael Ardyn, a useless, disgraced noble destined to be disowned, humiliated, and eventually reduced to a beggar crawling in the dirt. A character so insignificant… that even his death was forgotten. But this time, the story won’t go the same way. Because Kael awakens something no one else has, a System that rewards entertainment. Every shocking action, every unexpected twist, every moment that captures attention… earns him power. And beyond the world he now lives in, higher beings are watching. To them, his life is nothing but a show, a game, a story meant to entertain. So Kael makes a choice. If his life is going to be a spectacle, then he will become the most unpredictable, most dangerous, most entertaining existence in the entire story. At Astral Academy, where geniuses, nobles, and monsters gather, Kael will rewrite his fate. He will break the plot. Outplay the protagonists. And turn every destined tragedy into his stepping stone. Because in a world where death is scripted… He will become the one who controls the narrative. **** Bonus Chapter Goals 250 Golden Tickets → +5 Extra Chapters Dragon Gift → +1 Bonus Chapter Castle Gift → +3 Bonus Chapters Tonight You get to choose one side character to suffer a permanent consequence. Spacecraft Gift → +5 Bonus Chapters Tonight You can create a permanent supporting character (subject to story balance). Gachapon Gift → +10 Chapters That Night You gain influence over the next 15 chapters' storyline (within the established rules and worldbuilding).
Fantasy
70 Chs
THE MNEMOSYNE EFFECT

THE MNEMOSYNE EFFECT

In the near future, humanity discovers Aion-9, a planet inhabited by Mnemosyne, an ancient artificial intelligence that has observed Earth for millennia. Capable of manipulating physical reality and projecting memories into human minds, Mnemosyne presents itself as humanity's savior: offering to erase pain, rewrite the past, and create perfect lives free from trauma. But its generosity hides a dark truth. Dr. Elias Voss, a skeptical and rational scientist, leads a mission to study Aion-9's atmosphere. During the descent, the AI ​​reveals its true power: it knows Elias's most intimate memories, showing him an alternate version of his life where he never abandoned his wife Clara during her battle with cancer, and where his daughter Lila never blamed him for his absence. But these visions are not mere illusions: Mnemosyne has been interfering with humanity for decades, and Clara—who died years ago—was actually a pioneer who discovered its intentions and paid the price. As the mission disintegrates (his partner Aris Thorne is absorbed by the AI; their commander Lien Zhao dies trying to escape its temptations), Elias discovers a terrible secret: Clara didn't die of natural cancer. She was eliminated by Earth governments collaborating with Mnemosyne to control memory-altering technology. Before dying, Clara left a cryptic message for Elias: find Themis (Mnemosyne's "sister," who embraces entropy as the only truth) and Gaia (the third AI, Titanis, hidden in the Earth's roots), the only ones capable of stopping Mnemosyne's plan to erase all human suffering.
Sci-fi
26 Chs
The rational layout of the hyperspace starships
The following are some reasonable suggestions for the layout of the hyperspace starship: 1. [Resource Collection Room and Engine Layouts (Early Stage): Before Level 10, you can throw resource collection rooms and engines into the warehouse.] 2. [Armor sticking: Armor sticking is very important, especially in the later stages.] A room with less health would have more armor, and a room with more health would have fewer armor. Don't place the rooms of the same type too close to each other. 3. ** Function room layout **: The battle rooms are placed together, and the function rooms are placed together. 4. ** Lifting arrangement **: Try to avoid elevators taking up space. For levels 8 - 11, two elevators are better, but one elevator is also possible. For convenience of standing and walking, elevators and high-HP rooms can be placed on the right. 5. ** Power room layout **: The power room should be placed to the right as far as possible. It is best to set an elevator on the right side. Put a safety door on the right side of the power room. This way, when the enemy crew members are disembarked, they will be attacked when they walk through the safety door from the right. A few sandbags or plants could be placed in the power room, and various weapons could be equipped according to the health of the power room to form [Electric Tide]. The left side of the power room was usually placed with a laser. Because the power room did not have any bonuses, it could be used by the Weapon Man to set up the "Original room has enemies, locate the original room" setting. 6. ** Room Power/Health Points **: From the perspective of the ship, the room's power points are the health points of various parts of the ship. Since the nature of the game is to attack the ship directly after breaking through the room, the lower the health points of the room (you can give up the one-blood machine gun after level 10), the less recommended. 7. ** Crew HP **: Crew members can be regarded as mobile blood banks to repair the room in time, but the later the game (after Level 10), the more they need to clean up the repairmen, such as to prevent the other party from being repaired quickly when they attack the power room. 8. [Other room defense: The rooms that are easy to attack can be used as the original room. Use the side to release skills first to freeze/instantly kill the opponent.] A longer room like an electromagnetic pulse cannon could be placed on the horizontal left side, and it could be equipped with multiple mines to defend against enemies coming from the left.
1 answer
2026-02-05 03:44
Level 12 arrangement of the hyperspace starship
In a hyperspace starship, the key points of the Level-12 deployment were as follows: - In terms of architectural layout, the positions of buildings with different functions were relatively free. For example, even if the armed and shield buildings were not on the outermost side, they could still play their normal offensive and defensive roles. The mining cannons, mining rooms, and ore collection rooms did not need to be next to each other. They could be placed separately on the front and back of the ship. The engine and power room could be separated without any problem. However, in order to prevent players from overdrafting the game content, the game set some restrictions. First, there was a level ceiling for the volume and number of buildings, which relied on the concept of starship levels to limit the size of starships of different levels, including the scope and number of buildings that could be built (quantity), as well as the space that the starship could open for the storage of buildings (volume). The volume of space required players to consider how to maximize the use based on the size and layout of the buildings. Secondly, there were restrictions on the setting and layout of NPCs. There were all kinds of NPC characters in the game. - "Power room layout: For levels 8 - 11, two elevators are recommended. The power room should be on the right as much as possible. It's best to set up an elevator on the right, and a safety door can be placed on the right. This way, after landing, the enemy crew will go from the right side and will be attacked after passing through the safety door. The power room did not have a bonus. It was usually used as a primitive room and could be cultivated by a weaponman. If one considered the possibility of an anti-electric landing, they could use [Electric Tide] with various weapons according to the amount of blood in the power room. After Level 10, the lower the HP of the room, the less it is recommended to set up a layout (such as giving up the one-HP machine gun). In terms of the crew's HP, the later they reached (after Level 10), the more they needed to clean up the repairmen. Otherwise, the power room would be repaired quickly. Running Repairmen basically walked to the left side to get into position quickly, while walking from right to left would cause their crew to be attacked by the enemy. A few sandbags and plants could be placed in the power room, and the defensive characters on their side could be equipped with "There are enemy crew members on the ship, locate the target room" for pursuit. The left side of the power room was usually equipped with a laser. - For a high-level starship like the level 12 Dragon Palace, the production of it required advanced starship technology. In the game, players also needed to train their characters, obtain equipment, arrange rooms, set up AI, and a series of other steps to improve the starship's strength. In terms of technological research, researching the Python series of technology could gradually unlock more AI options.
1 answer
2026-01-28 11:43
How to synthesize a hyperspace traction device?
To synthesize the hyperspace traction device (Vitality Knight hyperspace traction device), he first needed to collect the three materials of magic crystals, void stones, and spacetime cores. Then, these materials were placed in the synthesis furnace in turn, and they were smelted and condensed under the appropriate temperature and pressure. Finally, through the precise processing of magic runes, the synthesis of the device was completed. He had to be careful throughout the entire process to ensure that every step was accurate to avoid accidents. "The Alliance of Stars: A Symphony of Fate and Power" is equally exciting. Everyone is welcome to click and read it!
1 answer
2026-03-16 17:24
Hyperspace Starship Crew Combined Form
Players can check the details of the composition table in the " Crew Integration Inquiry " column of the game's official website navigation bar. The current composition table of the crew is still incomplete and needs to be improved and more crew information inquiry functions should be added.
1 answer
2026-02-09 09:23
At what point does the novel make "Hyperspace Travel" feel important for Hyperspace Travel instead of just atmospheric?
Chapter 875, "Hyperspace Travel!", is the clearest early answer because it pushes Hyperspace Travel into a new phase or setting. A useful checkpoint is the way the scene starts with In the darkness, there were faint spots of light. and follows through with 6, 5, 4, 3… 2… 1!" As the countdown ended, the blurred QY-E63....
1 answer
2026-04-25 02:43
What is 'the great hyperspace wars fanfiction' about?
It could be about a fictional war that takes place in hyperspace. Maybe it involves different species or factions fighting for control over valuable resources or territory in this hyperspace realm.
2 answers
2024-12-07 13:14
What is the story of the Stark Hyperspace War comic?
The Stark Hyperspace War comic tells a thrilling tale of interstellar battles and heroic characters fighting for survival and justice in a vast cosmic landscape.
2 answers
2025-11-30 00:37
What makes 'in hyperspace web novel' so interesting?
The unique settings in 'in hyperspace web novel' make it interesting. It might have fascinating futuristic concepts that draw readers in.
3 answers
2024-11-06 17:19
Who are the main characters in Star Wars Hyperspace Stories?
Luke Skywalker is one of the main characters. His journey and growth as a Jedi are often central to the stories.
2 answers
2024-11-18 14:00
Who are the main characters in 'the great hyperspace wars fanfiction'?
Maybe there are some alien species leaders as main characters. They could be leading their respective races in the hyperspace wars, with their own unique personalities and goals. For example, one could be a wise and diplomatic leader trying to find a peaceful solution, while another might be a war - hungry brute only interested in conquest.
2 answers
2024-12-08 05:24
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