After Reset™ News and Updates

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Steam EA (Winows, Mac OS, Linux).

COMBAT MODE: rule-based real-time.

GAME MODE: single-player, co-op.

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Patreon (Windows, Mac OS, Linux).

COMBAT MODE: interactive, nonlinear, story-rich adventure.

GAME MODE: single-player.

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Steam (Windows, Mac OS, Linux).

COMBAT MODE: no combat, linear adventure.

GAME MODE: single-player.
Post-Apocalyptic Myths Busted

It turns out that the relentlessly scientific approach that we've been building into every nook and cranny of our setting since the beginning has the potential to make After Reset RPG the first hard science fiction video game in history...

Patch #020716 Released
02-08-2016 08:03 AM, MrNixon
Hi, guys!

Today’s news is devoted to the development of the AR RPG over the last month, and some info about the upcoming TFoG app release. Since many of you found my hard sci-fi lore materials quite interesting (according to Reddit and statistics), I’d like to share some more of that as well.



• GUI and fonts are non-scalable now (like in Fallout Tactics).

• Character movement speed fixed.
• Bonuses from STATs now affect character’s parameters correctly.


• Main Menu and Character Creation designs and fonts are revised to be non-scalable (like in Fallout Tactics).
• All icons for Character Creation GUI added.

• Encumbrance Mechanics added.
• Ability to throw away items from the Inventory added.

• Vixin drug added.


1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.

Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue’s final release.

2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (Vixin) and other consumables (such as coffee) that can replenish this resource.

3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.

There are 4 levels of encumbrance:
- None - The character can run and walk at full speed.
- Light - The character cannot run, but can walk at full speed.
- Heavy - The character cannot run, the character walks at 50% normal speed.
- Overloaded - The character cannot move.

The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player’s Guide relevant page.

4. We’ve also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude “container mechanics added” from today’s report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character’s feet. As far as I can see quantity UI works as well.

You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a “trash pile” container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a “trash pile” container.

Based on that the rodmap for the next update is updated:
- it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as “completed”;
- than it will take 3 days for the Quest system;
- and the rest time we’ll devote to Dialogues mechanics embedding.


If you follow our monthly progress you probably already know about our side project, The Fall of Gyes graphic novel, which is a prequel to the game’s events at Gyes bunker. You might also know that the successful completion and delivery of all physical and digital rewards (though with some inevitable delays, I should admit), and has had its content reworked and used for the testing of programming candidates for the game.

On January 8th the most effective candidate finally completed and published it free to play (with ability to back us on AppStore if people like it): Feel free to check it on your iPhone/iPad. According to our tradition of transparency I’ll share the results, statistics and experience with you in the next news post.

You might remember from our backers report about our development strategy that I talked about expanding the knowledge of the hard sci-fi After Reset setting through other related channels. Some might love it, some might not – but the more people that know about it the better. Thus during the January I also managed to rework TFoG as a kinetic novel for PC/MAC/LIN (supporting all this 3 platforms equally is our credo) and successfully put it through Greenlight. Thanks for your support, votes, and social forwarding in this new endeavor.

The Fall of Gyes kinetic novel will appear on Steam by the next news update. Keep in mind that it is not a PDF, but a kinetic novel with sounds, music, and dialogue (though it is linear). It will be available as a separate application. If you already have the AR RPG DLC “The Fall of Gyes” (as PDF graphic novel), this new application will appear in you DLC folder FOR FREE and will automatically update once it goes live. I’m trying to combine everything about After Reset in the one big main bundle and provide most benefits to our early backers.


At the end of this update I want to share some hard sci-fi lore and pure science thoughts about the After Reset setting and its “for grownups” approach.

When we see or hear “21+ only” or “M only” warnings we usually expect that the product includes violence, sex, addictions—basically story and animations that can negatively affect children and warrant censorship.

When I put “21+ yo” for the audience of After Reset RPG and talk about it as “for grownups” I imply something different. Something that lies deeper in the core perception of reality. Something that only hard sci-fi can appease...

To get what I mean I’d like to show you some small illustration of how our brain works. The brain is an inch of cork of which contains everything you perceive and know as “I am.”

When we are born, when we grown, when we go to college, our brain, parts of its cork, parts of our personality and perception are not the same as a 22-35 year old. The case is that the parts of our personality and our perception are brought into service step by step, over a period of years. It can be imagined by some as a “computer,” which consists of many off-line modules, and activates them one by one over time: BIOS module, visual reception module, emotional module, global positioning module, navigation module, image identification module, associations module, audio reception module, etc...

The global idea is that the modules responsible for emotions (“Wow!”-modules) and for visual ripples (“Cool Action!”-modules), as well as behavior adaptation (“I’d like to be like hommies”-modules) are activated much earlier than the front lobe cork modules (“I am... and I am conscious of myself, I am conscious of what I am doing)”-modules):

In science terms it actually more complicated. Initially, all modules consist of an incredible net of neurons. That web grows exponentially and reaches it peak by 4-6 years old. But there is chaos between those webs and many confront each other. A lot of time the brain just does not know which one to follow. There’s almost no personality yet but the huge “rock of marble.” Being babies we perceive the world differently... literary differently. We all have synesthesia at that time.

Anyway, after 4-6 years old our neuron web gets stronger with every passing year. Billions of connections that are not used often enough become abandoned and ruined like a rural rods devoted to nature. And like a sculptor gets rid of pieces of raw marble our ontogenesis gets rids of unused neuron webs in each module. By this neural Darwinism a final “sculpture” of our personality is formed.

The irony is that “violence, sex, addictions etc.” are most interesting and finds the strongest response in a very young audience, when the lobe cork (consciousness, judgment, sobriety, cognition of the universe) is dominant and not all of these “modules” are active.

That is why large entertainment companies target youth under the age of eighteen, because their minds are more malleable and their products easier to push. This results in more money for the company, and more mental real estate to work with. This leaves the Indie developers to provide adults with games designed for them. I regard Peter Watts’ (one of my fav sci-fi writers) Starfish – written for grownups, but the following Maelstrom and Behemoth – for “all audiences.”

So when I wrote about “grownup auditory of After Reset RPG” I mean not so much “violence, sex, addictions etc.” (though, Fallout 1&2 are in our hearts) but the stories, personalities, thoughts and deeds are geared for adults 25+, 30+, 40+ years old. That is one of the pillars After Reset stands on.

* * *

Well, that is all for todays news. We’re heading back to work.
The prologue’s completion is already starting to take shape, and we can’t wait to finish it!

Feel free to leave a comment, and don’t miss the XCOM2 this month! :)

Patch #123115 Released
12-30-2015 11:08 PM, MrNixon
Morning, guys!

This Christmas update is devoted to our new patch that includes numerous tweaks and bug fixes. As well as the news about our TFoG graphic novel release, several personal thanks and cool article about armors design in video games.



• Character's emotions/alignment amended for showing on the custom-made characters.

• Background scene for Charlist/Inventory changed.
• Stealth Mode effect now doesn’t apply on character model in Charlist.

• Current weight rounding in Charlist/Inventory amended.
• Stacked usable items activation from hands fixed.



• Unique sounds for putting on each type of apparel added.
• Unique sounds for eating/drinking/inhaling added to relevant usable items.

• Journal Records to PCs at Special Facility level added.
• Journal Records to PCs at Science Facility level added.

• Status bar for indication of using items added.
• Character Stats List revised.
• Fonts styles for in-game UI revised and unified.
• UI for Journal Records section of the Charlist added.

• Stack system for items in the Inventory added.
• Stacked items used through the hand slots embedded.
• Ability to use relevant items in Inventory added.
• Journal mechanics added.

• Various usable items added into the char's Inventory.
• Various equipable apparel items added into the char's Inventory.


If you regularly test our monthly patches please check out the Journal Records and Apparel that we've presented in this patch. Feel free to share your impressions and report any bugs we missed.

During the font styles revision I've encountered the major issue why the GUI and fonts in it might looks small for the screen resolution different from 1920x1080 I use (and 56% of you, guys, use as well). The case was that despite I designed the scheme of the GUI for 1024-resolution and higher – it was meant to be no scaleable with the twisting of resolution. Though our programmers made it so that it scales with the resolution different from 1080i. We'll fix that in the next update. So that the font and GUI elements will look on any resolution 30% bigger than GUI for Fallout Tactics (HD edition).


As you might see we've recently changed the logo of the studio. The fresh variant was born during the work on Fall of Gyes game app for App Store (as you might know one of our extra candidate for programmer vacancy has been working on it as a test). It turned out the new logo matched for publishing, designing and conceptual purposes.

Here I should give my personal thanks to Kyndra from Apple support for attentive attitude and swift help in identification and resolving various issues on the fly.

As well as I feel like to give my thanks to Maria for identifying several important issues on out Steam page (thanks to her we've also find out that our free tech demo on Steam can't be downloaded for some time... we work on the issue with Steam support).


I'm also quite glad to announce that The Fall of Gyes graphic novel is now available on ComiXology as of Wednesday, December 23, 2015. Just in time for Christmas! We've been working on it since the beginning of this year but we're very pleased to see it on the website.

We're proud to have the experience under our collective belts, including everything from creation to physical production and worldwide distribution. We look forward to producing another one…

I would also like to ask that everyone please share these links with your social cloud and help us raise awareness for the product:

Reviews are also great, if you feel so inclined!

Thanks in advance! As always I'll post financial information and other relevant details in the upcoming months (ComiXology does not provides any stats till the quarter reports).


As you might already know, After Reset RPG is on the way to be the first hard sci-fi video game as opposed to most fast-food video game approaches designed for mainstream appeal. This imposes certain obligations and leads to realism in every part of our development. Finding ways to get these puzzle pieces to work together is often a difficult and time-consuming struggle. I'd like to show you some examples from popular games and myth-bust their flaws while sharing some information about our approach to hard sci-fi armor designs.

First of all, I'd like to warn you that after reading the lore below you likely won't be able to play most of the modern games or watch most of the TV-shows without non-stop facepalms. Perhaps there is something to be said for stylization in these works, but just as classic movies show heroes unloading thousands of rounds from their Ak-47 without ever reloading, we can’t help but chuckle at the absurdity of such oversights.

N.B. Here I'll show our hard sci-fi approach to armor design with U.G. Pacifier Body Armor (PBA). The screen above is the work in progress. It has recently past from engineering phase to product design phase (in our R&D process).


Myth: The female body clearly differs from the opposing gender; therefore armor manufacturers produce special variants of armors for women of every breast size. Right?

Reality: Although there are some exceptions (Joan of Arc, Queen Boudicca, Artemisia, Grace O'Malley to name a few), a historical overview shows that very few women served in a military capacity before World War I, and most of those were non-combat medical or logistic duties. Although it's true that metal (particularly plate) armors from the Middle Ages were custom-made for the nobles who commissioned them, there simply wasn't a large supply for women and it was considered uncouth for a woman to wear armor. A knight's full-plate also weighs upwards of eighty pounds, and is difficult to walk around in even for very athletic men. Secondly, most women can fit comfortably into the same armor that men wear (or a size for men slightly taller), and modern Kevlar vests are unisex. Finally, form-fitting plate designs are very ineffective because this redirects the force of an impact right into the vital organs. Fantasy armors where the female body is exposed are even more ridiculous, but more on that in a second.

In After Reset RPG: Here I'll show our hard sci-fi approach to armor design with U.G. Pacifier Body Armor (PBA). As it’s predecessors from the Past Age (IBA, MTV, IOTV, SPCS, PASGT etc.) and the armor is unisex. For female characters with the requisite constitution we made a custom fit, realistic look for the armored female body. Forget it fellas. There's no Xena the "Warrior Princess" in AR RPG.


Myth: Female warriors prefer less armor so they can be more agile, right?

Reality: If you think a bra-and-thong counts as armor, I'm not sure what to say. CollegeHumor already busted this myth in a way I like, so I’ll be brief: the purpose of armor is to protect the five most vital organs (brain, heart, kidneys, liver, and lungs) against specific weapons. Leather and metal armors are designed to deflect glancing melee attacks (but were still vulnerable to piercing weapons), while modern Kevlar can stop small caliber rounds in their tracks.

Historically it’s true that the Greek hoplites wore little to no armor (usually only a linen wrap covering the genitals and a bronze helm), they compensated with the aspis (a large round wooden shield gilded with bronze) and doru (long bronze spear). At the time, this made sense because iron and steel had not yet been discovered, and the large shield was the only means to protect warriors from volleys of arrows. As there was no armor that could turn or stop a direct thrust of sword or spear, and the shield already weighing seventy pounds, less is more for the purposes of mobility. However, these warriors are believed to be exclusively male, and the fighting style became obsolete after iron working.

In After Reset RPG: Once again, U.G. Pacifier Body Armor (PBA), as well as other armors you’ll find in the game, is unisex. It was designed to protect those crucial five human organs from energy weapon damage (since it is the most common type weapons in Underearth) and from some kinetic damage. With that PBA is considered light armor and its design tailored to the underground cities of the U.G. (Police Departments) and military bases (Military Police). Its weight and flexibility grant minimum movement restrictions for the wearer.


Myth: A decent armor needs a good cloak. I mean, you'd get cold without one, right? Especially in space!

Reality: In all fairness, some cloaks were used defensively during the Renaissance, and the owner could wind it around his hand and provide some small protection from an enemy's rapier. In the Crusades it was also common for knights to wear cloaks over their armor to reflect sunlight and keep them cool in the desert. However, in battle the cloaks would be removed as they hinder movement. Nowadays, the cloaks on the "warriors" you'll me likely to see only on a tribesman of some isolated islands; but even so it would be just an accessory.

In After Reset RPG: Some of you might have already noticed that our inventory screen has no slot for a cloak. Though your character has a Backpack or Rucksack slot, and there are some in-game cloaks that can be put in that slot (if the equipped armor doesn't block that slot at all). Some of them should provide some resistance to environmental damage (it gets very cold in the Great Desert at night, you know) but they will have an Agility penalty on character as well. However, I can assure you that there are no cloaks over high-tech armors worn by the sane inhabitants of the State of Eagle.


Myth: The heavier spikes – the more I'm protected. Haven't you seen the recent Mad Max movie? Do you remember those deadly spiked porcupine cars? Awesome!

Reality: There are many reasons why there are no spikes, horns, tubes, and other decorating heresy on real life armors, even those made out of scraps. The best-case scenario is a reduction of armor effectiveness, but it is very possible to puncture or cut yourself just by moving. During the Middle Ages knights really worn some decorated accessories over the armor but they were worn for parade events and/or were made from fragile materials to be swiftly removed in combat. In modern warfare some armors may be painted and so forth, but any physical adornments will only weigh down or distract. Experienced soldiers know that reflections, noise, and hindered movement are all great ways to get yourself killed.

In After Reset RPG: There are no spikes, horns, valves, or near-useless sporting equipment used as armor for Underearth dwellers or survivors on the Surface. As you can see on U.G. Pacifier Body Armor (PBA), the design of armor is focused on physical and environmental protection. Effectiveness is the credo of most of the U.G.'s designs. Though, you'll definitely meet variants of "tire armor" among the Survivors. As a lot of tires from the Past Age are in usable condition by 132 A.R., they could grant decent protection from DYI melee weapons and are malleable for crafting purposes.


Myth: True battle armor must be made from solid, dense heavy metals. When a soldier in such armor moves, runs, jumps and make awesome acrobatic tricks, the metal simply bends and conforms to their body.

Reality: Full-plate armors are notoriously bulky and restrictive, and they absolutely do not bend at all. If they do become bent or displaced by an impact, the armor often becomes worthless and in some cases can only be removed by breaking it apart. A real person caged in such solid metal armor will not be able to walk very well yet alone run and jump. Also, modern-day alloys (for armor) are designed to be as lightweight as possible so that soldiers can carry more ammunition, gadgets, etc.

In After Reset RPG: As it is for the weapon design or for chem design, we studied the history of armor and discussed the topic with engineers and military specialists. We then work on prototype schematics that could theoretically be manufactured today (though the prototypes very expensive). We work out the proper materials based on real science, and always with an eye for functionality. Only after that do we reduce its cost according to technology projections and environmental changes resulting from the apocalypse in the After Reset setting.

The major protective components installed in the PBA armor vest are ceramic, wool with spongy nano-structure for protection from focused electromagnetic energy (laser) or directed charged particles (plasma). These soft and light components are filed with polyethylene glycol (PEG) mixed with nano-particles of silica to protect against penetrating mechanical injury. Standard exterior cover of the PBA is usually produced from cut resistant fabrics.

The PBA armor supports custom modifications and is compatible with MOLEE and GLICE systems. For more than 50 years PBA served the Underearth's Police Department (submitted to the UG's Social Corps) and Military Police (submitted to the UG's Military Corps). Around 120s A.R., when the rumors of possible returning on the Surface appeared, UG Army began to experiment on these armors for Ground Operations. After restoring research to that of the Past Age, Spongy Beryllium Plates (SBP) were selected as the fittest kinetic protection modes for the PBA. Being made from extremely lightweight (~0.9-1.1g/cm3) Be2B, Be4B and TiBe12 compos, the SBP grants extra kinetic protection for the spine, heart, spleen, kidney of the soldier with a ballistic efficiency over "1." Unfortunately, by 132 A.R. even modified PBA body armors lacked the sufficient capacity and popularity to replace medium and heavy armor sets for Ground Operations.

According to United Governments Intellectual Property Office (UGIPO), the Diamond Military Technologies (or DMA Technologies), a Helios-based armor manufacturing company, owns the patent for PBA armor and its modifications. While they are best known for their PBA body armor, by 132 A.R. they also produced reinforced materials for use on vehicles and buildings.


Myth: These brutal braces and grieves made from some leather or metal to protect from cold, weapons, bullets... besides, with them equipped I don't need any other armor and go topless to strut my muscular body in combat. I am so agile that I’ll be able to catch and parry all hits and bullets like Spartacus!

Reality: Although soldiers need all of their limbs to be combat efficient, the arms and legs are typically the least protected parts of the body from any historical or modern timer period. Any armor that protects these limbs typically hinders movement and simply makes easier to hit, and dodging bullets is far superior to any armor.

Needless to say, this armor simply doesn’t cover any of the vital organs and leaves you totally exposed.

In After Reset RPG: As it is true for reality, our hard sci-fi video game treats greaves and braces as accessories rather than battle-kits. Some of them provide very slight evasion bonus, but the majority are either for fun or for slight skill boosts. They are certainly not a substitute for armor.


Myth: If a solider is equipped with a suitably advanced full body armor he/she doesn't need to answer to the nature call any more.

Reality: Actually, some space suits do have waste removal systems, but those are not combat suits. In practice it is common for soldiers to defecate as normal people, you know, and soldiers want to be able to get out of their gear quickly in any case. Any armor requiring more then a few minutes to put on or take off would be extremely undesirable, and most modern video games seem to ignore this completely. It is often looks even impossible to imagine how the character or an NPC get in that thing.

In After Reset RPG: We keep that nature-call factor under consideration when we design hard sci-fi armors for After Reset setting. For example, the NBC suit you can already put on in the current game build has built in portable Environmental Control and Life Support Systems (ECLSS).


Myth: Camouflage can be functional and still look cool, right?

Reality: No. Camouflage is designed to do one thing and one thing only - to disrupt the silhouette of the person wearing it so that they blend in with the combat environment through crypsis (to obfuscate) or mimesis (imitation). In nature, very few animals have bright colorings for this very reason. They tend to have mostly dull brown and green hues, with some exceptions for desert or winter environments. Without exception, camouflage is designed to be as unremarkable as possible.

For more information, check out the Alfred Yarbus experiments or in-game lore.

In After Reset RPG: Originally, we designed the MCU Desert uniform for the U.G. Army, and it's camo painting, we spent about a month to do it properly. It's so realistic that the player may have trouble seeing their character on screen, and we decided to give it another pass from a lore and technological/gameplay viewpoint. We then weighed that against a fictional assessment of the technological superiority of the U.G. Armed Forces (by 132 A.R.) combined with a relative threat-assessment of the Incorporeals and surface dwellers to get our final result.


Myth: Gotta have a holster for your iPhone, ropes, spare mags, flashlights… the list goes on. Anything you wear increases your protection, right?

Reality: Using MOLLE/ALICE systems real life soldiers only wear the minimum of gear required to complete a specific mission. Anything extra just weighs you down and is better left behind. Fatigue is a real problem on the battlefield, and you need to be able to run and fight in what you’re wearing. They are not Mr. Handy, they are specified tools of warfare. Even if some of the gear deflected a bullet, the ricochet would still likely cause serious injury. So, more gear does not equal more protection.

In After Reset RPG: During the development of the armors and other protective gears for various fractions we consider the relevant purpose and assignment of each gear we worked on. That means that each element on the armor you'll see on the game's characters was put there with some realistic and specific purpose. Before we add these new composites to the game, we give them the Trial of Curiosity (as we call it), and our testers ask: "What is that? What it is for? What it is made from? Why this is right here? How much does it cost? How does it work?"

If we can't answer these questions, we go back to the drawing and engineering board.


Myth: More visibility is good, right?

Reality: The body cannot survive without the brain, so putting on a fifty-pound armor and then going into battle without a helmet is quite insane. The issue boils down to development costs and the fact that (for story purposes) you often want a character’s face to be visible so you can distinguish them. I personally dig modern shemaghs and find them very practical.

In After Reset RPG: It is up to you whether you want to wear headgear or not, but there simply isn’t a good combat-relevant reason not to wear them.


After sharing my thoughts about these popular myths, I want to be clear that I’m not trying to belittle the work of all the developers, artists, and writers who worked on the games mentioned or shown in the screenshots. Their hands are often tied and the final results the responsibly of the producers, directors, and CEOs who funded the game. Also, you could simply group them as a stylized sub-genre of sci-fi that doesn't seek to achieve realism. However, I certainly appreciate games that go the extra mile.

I just want to show how hard we're working on the lore and detail in the After Reset setting to make it special and unique. We're pouring our heart and soul into the creation of every prop or in-game item, even if it takes us three times as long to do it. As one guy (Morrandir) wrote on RPGWatch: we are on a mission to show that a great and realistic RPG can still be made on an Indie budget.

* * *

Christmas is a season of joy and love, but it's also a time for reflection.

We think of those who are closest to our hearts, even though they may be far away in miles. We pause to give special thought to those in need, and to the universal bonds that link all gamers in brotherhood if not in blood. In doing so, we touch on something basic and good in the human spirit, a special grace that makes this a time of giving, and of forgiving - in short, good will toward men.

As we give to one another, let us give of ourselves. For one of the lessons of Christmas is this: among greatest gifts to man is the gift of giving itself, and the more we give of ourselves the more of ourselves we have to give.

Once again I'd like to thank everyone who contributed, posted, reviewed, and purchased After Reset as we could never have got this far without your support.

Merry Christmas, and may the Force be with you!