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A desperate but hard-driving freighter captain and his rag-tag crew chase a mythical plasma called Xico —
a living energy source worth a king’s ransom — through galactic outcasts, space pirates, bounty hunters,
and Authority blockades, risking everything for one score that could make them rich or kill them all.
SYNOPSIS:
XICO is a grounded, working-class space adventure — a story of grit, debt, and survival.
The Deep Echo is a working ship: scarred, patched, and barely holding together. Its crew aren’t explorers
or heroes — they’re contractors, smugglers, and survivors trying to make one last haul before debt
collectors, pirates, or the Authority catch up. Their bond is convenience, not loyalty.
When a garbled signal whispers one word — XICO — Captain Teek sees a chance to clear every debt
and keep his ship. He’s a practical gambler of the stars: calm under pressure, more captain than crusader.
But years under Authority control left their mark — a neural implant buried deep in his skull that still hums
when the wrong frequencies hit, a reminder that his freedom was never clean.
His crew — Void, Lotus, Kiln, and Jax — follow out of need, not trust. But Xico isn’t just a payload. It’s
alive, reactive, and worth killing for. As rivals and warships close in, they must decide whether to fight
beside him or cut loose before the Deep Echo comes apart for good.
The tone is nautical grit in zero-G — Polynesian-marked hull and a ship that hums like a diesel engine. It’s
not destiny or fame they chase, just one last payday.
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