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Scene Map 60
# PG SLUGLINE
1 1
1 EXT. DEEP SPACE 1
2 1
2 INT. TACTICAL SHIP BRIDGE 2
3 3
4 INT. TACTICAL SHIP 4
4 4
7 EXT. SUBURBAN NEIGHBORHOOD OUTSIDE OF SEATTLE - DAY 7
5 5
8 EXT. MODERN CITYSCAPE - SEATTLE - DAY (FLASHBACK) 8
6 6
10 INT. CAIN HOUSE, KITCHEN - DAY (FLASHBACK) 10
7 8
13 INT. CAIN HOUSE, LIVING ROOM - DAY (FLASHBACK) 13
8 9
14 EXT. CAIN HOUSE/NEIGHBORHOOD - DAY (FLASHBACK) 14
9 10
15 INT. STORM CELLAR - HOURS LATER (FLASHBACK) 15
10 12
20 EXT. DEEP SPACE 20
11 14
27 INT. ROVER - NIGHT 27
12 15
28 EXT. EUROPA/OUTCROPPING - NIGHT 28
13 18
29 EXT. MINING SHIP - NIGHT 29
14 19
31 INT. ROVER - NIGHT 31
15 20
35 INT. AC20, COCKPIT - NIGHT 35
16 21
36 EXT. EUROPA/AC20 - NIGHT 36
17 22
38 INT. AC20 - NIGHT 38
18 23
41 INT. CAIN’S QUARTERS ON HORUS 41
19 27
43 EXT. MILITARY BASE - DAY 43
20 29
45 INT. CAIN'S QUARTERS ON HORUS 45
21 31
47 INT. CAIN’S QUARTERS ON HORUS 47
22 32
48 INT. MAJOR DRESDEN’S OFFICE ON HORUS 48
23 35
49 EXT. AIMS SPACEPORT HEADQUARTERS - DAY 49
24 36
51 INT. AIMS SPACEFORCE BASE SQUADRON ARMORY - DAY 51
25 37
52 INT. CAIN’S QUARTERS - AFTERNOON 52
26 40
53 EXT. FLIGHT OPERATIONS - DAY 53
27 42
56 INT. FLIGHT OPERATIONS BUILDING, HALLWAY - DAY 56
28 43
57 INT. COLONEL ELLIOTT'S OFFICE - DAY 57
29 46
58 EXT. SPACEPORT DETENTION FACILITY - MORNING (NEXT DAY) 58
30 47
60 INT. CAIN’S OFFICE - AFTERNOON 60
31 49
61 INT. SQUADRON GYM - DAY 61
32 51
63 EXT. PERSONNEL BUILDING - DAY 63
33 53
65 INT. GENERAL KELLY’S OFFICE - DAY 65
34 55
66 INT. CAIN'S OFFICE - EARLY EVENING 66
35 57
67 INT. CAIN’S QUARTERS - MIDNIGHT 67
36 61
68 INT. CAIN’S QUARTERS - LATER 68
37 63
70 INT. GENERAL KELLY'S OFFICE - DAY 70
38 66
71 INT. GENERAL KELLY'S OFFICE - AFTERNOON 71
39 66
72 EXT. SPACEPORT, LAUNCHPAD - DAY 72
40 69
77 INT. STARTRACER/2, CORRIDOR - LATER 77
41 71
78 INT. STARTRACER/2 - MESS 78
42 72
79 INT. STARTRACER/2 - CREW SLEEP CHAMBER 79
43 73
81 INT. STARTRACER/2 - COMMAND CENTER 81
44 75
83 INT. STARTRACER/2 - MESS 83
45 77
84 INT. STARTRACER/2 - COMMAND CENTER 84
46 79
86 EXT. NEIGHBORHOOD STREET/STORM CELLAR – DAY (FLASHBACK) 86
47 81
89 INT. STARTRACER/2 - EMERGENCY ESCAPE POD VAULT 89
48 83
91 EXT. TWELFTH MOON OF REZELA 91
49 85
92 EXT. CAIN'S POD 92
50 88
94 EXT. CAIN’S POD 94
51 90
96 EXT. CAIN’S POD 96
52 91
97 EXT. TODD’S POD 97
53 92
98 EXT. CAIN’S POD 98
54 95
99 EXT. CAIN'S POD/MOON’S SURFACE. 99
55 97
102 EXT. TWELFTH MOON 102
56 99
103 INT. U.S. MENDES MAIN CORRIDOR - DUSK 103
57 100
106 INT. CORRIDOR IN FRONT OF DEPLOYMENT BAY DOOR - DUSK 106
58 102
110 INT. AC20 COCKPIT - DUSK 110
59 104
EXT MENDES DUSK
60 107
115 INT. AC20 - NIGHT 115
Scene Map
60
# PG SLUGLINE
1 1
1 EXT. DEEP SPACE 1
1 EXT. DEEP SPACE 1
1 EXT. DEEP SPACE 1 Distant Future Bright stars pepper the black background. We SPEED through the endless void, past MARS, JUPITER, SATURN, on to the ends of the solar system, then out of sight.
2 1
2 INT. TACTICAL SHIP BRIDGE 2
2 INT. TACTICAL SHIP BRIDGE 2
2 INT. TACTICAL SHIP BRIDGE 2 Seated at the controls is CAPTAIN JAMES CAIN (40’s) strong features, flanked by NAVIGATOR JENNIFER MORRIS (30’s), dark skinned and ENGINEER ABEL NARKIS (30’s). CAPTAIN CAIN
3 3
4 INT. TACTICAL SHIP 4
4 INT. TACTICAL SHIP 4
4 INT. TACTICAL SHIP 4 CAPTAIN CAIN Grab your kits. Let’s get this done. 5 INT. MAIN AIR LOCK 5
4 4
7 EXT. SUBURBAN NEIGHBORHOOD OUTSIDE OF SEATTLE - DAY 7
7 EXT. SUBURBAN NEIGHBORHOOD OUTSIDE OF SEATTLE - DAY 7
7 EXT. SUBURBAN NEIGHBORHOOD OUTSIDE OF SEATTLE - DAY 7 The sound of distant SCREAMING from the previous scene ECHOES, then TRANSFORMS into stark silence, as we view... A residential neighborhood, except all the houses are destroyed. Burned foundations, streets marred with enormous
5 5
8 EXT. MODERN CITYSCAPE - SEATTLE - DAY (FLASHBACK) 8
8 EXT. MODERN CITYSCAPE - SEATTLE - DAY (FLASHBACK) 8
8 EXT. MODERN CITYSCAPE - SEATTLE - DAY (FLASHBACK) 8 A sunny day. We FLY in high over the city, past the tops of skyscrapers.HOVER-CARS and SOLAR-TAXIS crisscross our view. We move beyond the downtown, over an industrial area with factories, glowing SMOKESTACKS emitting clean energy.
6 6
10 INT. CAIN HOUSE, KITCHEN - DAY (FLASHBACK) 10
10 INT. CAIN HOUSE, KITCHEN - DAY (FLASHBACK) 10
10 INT. CAIN HOUSE, KITCHEN - DAY (FLASHBACK) 10 Noah pulls down the box of cookies from the shelf, and watches Carla, who is teetering on her tiptoes, trying to pour milk from the carton. He darts forward to steady her. NOAH
7 8
13 INT. CAIN HOUSE, LIVING ROOM - DAY (FLASHBACK) 13
13 INT. CAIN HOUSE, LIVING ROOM - DAY (FLASHBACK) 13
13 INT. CAIN HOUSE, LIVING ROOM - DAY (FLASHBACK) 13 THROUGH THE WINDOW: Noah sees the MUSHROOM CLOUD over the city. What appears to be a HEATWAVE RIPPLES the very air. CLOSE-IN ON NOAH: His breath hitches. Eyes dart — calculating, terrified. Behind him, Carla clutches a
8 9
14 EXT. CAIN HOUSE/NEIGHBORHOOD - DAY (FLASHBACK) 14
14 EXT. CAIN HOUSE/NEIGHBORHOOD - DAY (FLASHBACK) 14
14 EXT. CAIN HOUSE/NEIGHBORHOOD - DAY (FLASHBACK) 14 Down the block—a NEIGHBOR’S HOUSE VAPORIZES. Carla BURIES her face in his neck. Noah wraps her in his arms. Looks up. The skies are nearly black. Smoke all around them. He blinks, can’t even register
9 10
15 INT. STORM CELLAR - HOURS LATER (FLASHBACK) 15
15 INT. STORM CELLAR - HOURS LATER (FLASHBACK) 15
15 INT. STORM CELLAR - HOURS LATER (FLASHBACK) 15 Explosions have stopped. Miraculously a single light still burns in the cellar, illuminating a hundred people in a space meant for twenty. A MAN climbs up the ladder and pushes the cellar door open, letting in fresh air.
10 12
20 EXT. DEEP SPACE 20
20 EXT. DEEP SPACE 20
20 EXT. DEEP SPACE 20 LEGEND: EUROPA, ONE OF JUPITER’S MOONS. TACTICAL TRANSPORT SHIP HORUS drifts into view, moving toward a moon of Jupiter, the planet so large it fills the sky. In the distance, the sun shines brightly, lighting the far
11 14
27 INT. ROVER - NIGHT 27
27 INT. ROVER - NIGHT 27
27 INT. ROVER - NIGHT 27 The rover CREAKS as it settles on Europa's surface. Jupiter's pale light filters through the frost-caked windows, casting long shadows across the cramped interior. The air carries a persistent CHILL that even the environmental systems can't
12 15
28 EXT. EUROPA/OUTCROPPING - NIGHT 28
28 EXT. EUROPA/OUTCROPPING - NIGHT 28
28 EXT. EUROPA/OUTCROPPING - NIGHT 28 The rover GROANS to a halt beside a LARGE BOULDER, its engines HISSING as they power down. The back hatch WHIRRS open, releasing a plume of frozen breath from the Rangers as they spill out. They crouch behind the rock. Cain and Pace
13 18
29 EXT. MINING SHIP - NIGHT 29
29 EXT. MINING SHIP - NIGHT 29
29 EXT. MINING SHIP - NIGHT 29 The equipment still runs, the DRILLS WHIRRING and GRINDING against the ice. The NOISE reverberates along the ground, LOUD HUMMING NOISES. Two grenades land near one of the drills and BLOW IT UP, sending shards of metal and ice flying.
14 19
31 INT. ROVER - NIGHT 31
31 INT. ROVER - NIGHT 31
31 INT. ROVER - NIGHT 31 Cain drives at near maximum speed, the rover jerking and bumping over the rocky terrain. Perez braces herself, her expression tense. CAIN
15 20
35 INT. AC20, COCKPIT - NIGHT 35
35 INT. AC20, COCKPIT - NIGHT 35
35 INT. AC20, COCKPIT - NIGHT 35 MAJOR DRESDEN (over comms) Lieutenant Cain. Return to the Horus and prepare to dock.
16 21
36 EXT. EUROPA/AC20 - NIGHT 36
36 EXT. EUROPA/AC20 - NIGHT 36
36 EXT. EUROPA/AC20 - NIGHT 36 The AC20 descends, its engines roaring against the crushing silence of Europa's night. It hovers, casting a harsh light on the wreckage of the mining ship—a smoldering hulk, like a ghost of a battle long fought.
17 22
38 INT. AC20 - NIGHT 38
38 INT. AC20 - NIGHT 38
38 INT. AC20 - NIGHT 38 The air hangs heavy with the metallic scent of blood and ozone. Emergency lights cast long shadows across the cramped space. Perez kneels beside Marks' body, her GLOVED HAND trembling as
18 23
41 INT. CAIN’S QUARTERS ON HORUS 41
41 INT. CAIN’S QUARTERS ON HORUS 41
41 INT. CAIN’S QUARTERS ON HORUS 41 Pace slumps into a chair, exhaling heavily. Cain moves to a small fridge, pulls out two beers, and tosses one to him. She kicks off her boots, then pauses—eyes lingering on her STARCRASH toy, lying on the desk.
19 27
43 EXT. MILITARY BASE - DAY 43
43 EXT. MILITARY BASE - DAY 43
43 EXT. MILITARY BASE - DAY 43 LEGEND: AIMS INTERNATIONAL SPACE FORCE BASE, TEXAS A high-angle shot reveals the sprawling Space Force Base. Several SPACESHIPS sit on launchpads, their hulls gleaming under the sun. TRACTOR UNITS crawl like ants, hauling a
20 29
45 INT. CAIN'S QUARTERS ON HORUS 45
45 INT. CAIN'S QUARTERS ON HORUS 45
45 INT. CAIN'S QUARTERS ON HORUS 45 BUZZ! The INTERCOM shatters the moment. INTERCOM (V.O.) Lieutenant Cain, report to medical. 46 INT. HORUS MEDICAL BAY 46
21 31
47 INT. CAIN’S QUARTERS ON HORUS 47
47 INT. CAIN’S QUARTERS ON HORUS 47
47 INT. CAIN’S QUARTERS ON HORUS 47 Cain sits at her desk, pouring over the papers again. She sits back. CAIN You can’t mine Soladar. It mines
22 32
48 INT. MAJOR DRESDEN’S OFFICE ON HORUS 48
48 INT. MAJOR DRESDEN’S OFFICE ON HORUS 48
48 INT. MAJOR DRESDEN’S OFFICE ON HORUS 48 The office is spartan, bathed in the cold blue light of a star chart hologram. The only sound is the low HUM of the ship's engines. The door is open. Cain steps inside, her boots clicking on
23 35
49 EXT. AIMS SPACEPORT HEADQUARTERS - DAY 49
49 EXT. AIMS SPACEPORT HEADQUARTERS - DAY 49
49 EXT. AIMS SPACEPORT HEADQUARTERS - DAY 49 LEGEND: Six Months Later Cain’s FUTURISTIC HOVER CAR glides to a stop. She steps out, pausing to stare at the building - her grip tight on her bag. 50 INT. GENERAL KELLY'S OFFICE - DAY 50
24 36
51 INT. AIMS SPACEFORCE BASE SQUADRON ARMORY - DAY 51
51 INT. AIMS SPACEFORCE BASE SQUADRON ARMORY - DAY 51
51 INT. AIMS SPACEFORCE BASE SQUADRON ARMORY - DAY 51 The armory hums with energy - polished weapons gleam under sterile lighting When Cain walks in, PACE is there performing equipment checks.
25 37
52 INT. CAIN’S QUARTERS - AFTERNOON 52
52 INT. CAIN’S QUARTERS - AFTERNOON 52
52 INT. CAIN’S QUARTERS - AFTERNOON 52 She gets a beer from the fridge, pops the top and takes a long sip. She taps a button on her wristband. A holographic screen appears. COMPUTER VOICE
26 40
53 EXT. FLIGHT OPERATIONS - DAY 53
53 EXT. FLIGHT OPERATIONS - DAY 53
53 EXT. FLIGHT OPERATIONS - DAY 53 A crisp breeze rustles the flags outside the Flight Ops building. Cain strides up the sidewalk, her boots clicking against the pavement. She pauses at the entrance, steeling herself, then pushes through the doors.
27 42
56 INT. FLIGHT OPERATIONS BUILDING, HALLWAY - DAY 56
56 INT. FLIGHT OPERATIONS BUILDING, HALLWAY - DAY 56
56 INT. FLIGHT OPERATIONS BUILDING, HALLWAY - DAY 56 Cain lingers outside Silis' door. The hallway stretches ahead, lined with framed portraits of grim-faced generals and flickering holoscreens displaying tactical updates. She exhales sharply, fists clenching at her sides.
28 43
57 INT. COLONEL ELLIOTT'S OFFICE - DAY 57
57 INT. COLONEL ELLIOTT'S OFFICE - DAY 57
57 INT. COLONEL ELLIOTT'S OFFICE - DAY 57 Cain enters, standing at attention. The office is austere, save for a framed photo of Elliott in flight gear. COLONEL ELLIOTT At ease, Lieutenant. Have a seat.
29 46
58 EXT. SPACEPORT DETENTION FACILITY - MORNING (NEXT DAY) 58
58 EXT. SPACEPORT DETENTION FACILITY - MORNING (NEXT DAY) 58
58 EXT. SPACEPORT DETENTION FACILITY - MORNING (NEXT DAY) 58 The stark, gray concrete of the detention facility stands in stark contrast to the vibrant spaceport beyond. Automated security turrets track Cain's approach. Her footsteps echo unnaturally loud on the sound-dampening
30 47
60 INT. CAIN’S OFFICE - AFTERNOON 60
60 INT. CAIN’S OFFICE - AFTERNOON 60
60 INT. CAIN’S OFFICE - AFTERNOON 60 Cain sits at her desk, staring at a file. Her fingers trace the edge of a small, tarnished star-shaped paperweight. The knock at the door barely registers. Pace enters, his usual grin fading as he takes in her
31 49
61 INT. SQUADRON GYM - DAY 61
61 INT. SQUADRON GYM - DAY 61
61 INT. SQUADRON GYM - DAY 61 The gym hums with the clang of iron and the grunts of Rangers. Sweat glistens on focused faces. Pace enters, dropping his bag near MIKE and DAXTON, who are spotting each other on a bench.
32 51
63 EXT. PERSONNEL BUILDING - DAY 63
63 EXT. PERSONNEL BUILDING - DAY 63
63 EXT. PERSONNEL BUILDING - DAY 63 Cain hurries up the sidewalk, her shadow stretching long in the harsh daylight. She pushes through the heavy glass doors, her boots echoing sharply on the pristine tiles. 64 INT. PERSONNEL BUILDING - DAY 64
33 53
65 INT. GENERAL KELLY’S OFFICE - DAY 65
65 INT. GENERAL KELLY’S OFFICE - DAY 65
65 INT. GENERAL KELLY’S OFFICE - DAY 65 Cain stands at attention as General Kelly stares at her. He finally motions for her to sit. He pulls out a felt-covered blue box from a desk drawer. Opens it, and inside are a set of CAPTAIN’S SILVER BARS. He sets it on the desk.
34 55
66 INT. CAIN'S OFFICE - EARLY EVENING 66
66 INT. CAIN'S OFFICE - EARLY EVENING 66
66 INT. CAIN'S OFFICE - EARLY EVENING 66 Rain HAMMERS against the window. Cain stands by her desk, fidgeting with the photo of FOSTER. Her thumb traces his face, then moves to the PHOTO OF HER PARENTS on the credenza. A distant THUNDERCLAP. The lights FLICKER. Cain's eyes dart
35 57
67 INT. CAIN’S QUARTERS - MIDNIGHT 67
67 INT. CAIN’S QUARTERS - MIDNIGHT 67
67 INT. CAIN’S QUARTERS - MIDNIGHT 67 Darkness. Cain sleeps fitfully. A SOFT KNOCK. She stirs. Another KNOCK. CAIN (sleepily)
36 61
68 INT. CAIN’S QUARTERS - LATER 68
68 INT. CAIN’S QUARTERS - LATER 68
68 INT. CAIN’S QUARTERS - LATER 68 Soft knock. Pace enters. Cain looks up, a mixture of relief and unease on her face. CAIN
37 63
70 INT. GENERAL KELLY'S OFFICE - DAY 70
70 INT. GENERAL KELLY'S OFFICE - DAY 70
70 INT. GENERAL KELLY'S OFFICE - DAY 70 GENERAL PLATT paces like a caged animal, her fingers brushing over the medals on GENERAL KELLY’s credenza—a nervous tic. The office feels smaller, the dim light casting long shadows. Kelly doesn’t look up, his jaw tightening.
38 66
71 INT. GENERAL KELLY'S OFFICE - AFTERNOON 71
71 INT. GENERAL KELLY'S OFFICE - AFTERNOON 71
71 INT. GENERAL KELLY'S OFFICE - AFTERNOON 71 General Platt is back in the office, her normally composed demeanor now frayed. She paces the room, her brow furrowed in deep thought. GENERAL PLATT
39 66
72 EXT. SPACEPORT, LAUNCHPAD - DAY 72
72 EXT. SPACEPORT, LAUNCHPAD - DAY 72
72 EXT. SPACEPORT, LAUNCHPAD - DAY 72 SUPER: TWO WEEKS LATER LOOKING ACROSS at Spaceship STARTRACER/2. Engines engage, and the ship lifts off. Ascends into the sky, through the clouds,
40 69
77 INT. STARTRACER/2, CORRIDOR - LATER 77
77 INT. STARTRACER/2, CORRIDOR - LATER 77
77 INT. STARTRACER/2, CORRIDOR - LATER 77 Cain stands alone at the window, her fingertips barely grazing the thick glass. Outside, the sky darkens—stars flicker to life like scattered embers. Earth’s moon looms, cold and distant, its craters sharp in the void.
41 71
78 INT. STARTRACER/2 - MESS 78
78 INT. STARTRACER/2 - MESS 78
78 INT. STARTRACER/2 - MESS 78 The Mess is a spacious area, flooded with natural light from large windows. The sound of the ship’s engine hums softly in the background, a rhythmic pulse that vibrates through the room. The entire group, excluding Captain Todd, sits around a
42 72
79 INT. STARTRACER/2 - CREW SLEEP CHAMBER 79
79 INT. STARTRACER/2 - CREW SLEEP CHAMBER 79
79 INT. STARTRACER/2 - CREW SLEEP CHAMBER 79 Rows of sleep machines fill the room, their soft hum and the faint scent of ozone permeating the air. The coffin-like capsules, each with a pillow, are adorned with blinking control panels on the exterior.
43 73
81 INT. STARTRACER/2 - COMMAND CENTER 81
81 INT. STARTRACER/2 - COMMAND CENTER 81
81 INT. STARTRACER/2 - COMMAND CENTER 81 A low, rhythmic HUMMING underscores the silence. Suddenly, a WARBLE ALARM cuts through — sharp, insistent. Panels FLICKER, casting jagged shadows. A garbled STATIC hisses from unseen speakers.
44 75
83 INT. STARTRACER/2 - MESS 83
83 INT. STARTRACER/2 - MESS 83
83 INT. STARTRACER/2 - MESS 83 Pace and the four recruits sit at the mess table, sipping coffee, their faces still groggy from hypersleep. Pace’s knuckles are white around his mug. Pace holds up a red packet that says 'Liquified High-potency
45 77
84 INT. STARTRACER/2 - COMMAND CENTER 84
84 INT. STARTRACER/2 - COMMAND CENTER 84
84 INT. STARTRACER/2 - COMMAND CENTER 84 The command center is a chaotic symphony of flickering red emergency lights and sparking control panels. Alarms BLARE, their shrill pulses syncing with the erratic thrum of failing engines.
46 79
86 EXT. NEIGHBORHOOD STREET/STORM CELLAR – DAY (FLASHBACK) 86
86 EXT. NEIGHBORHOOD STREET/STORM CELLAR – DAY (FLASHBACK) 86
86 EXT. NEIGHBORHOOD STREET/STORM CELLAR – DAY (FLASHBACK) 86 A deafening EXPLOSION rocks the street — Young Carla stumbles as Noah yanks her forward. The sky is a hellish red, EMBERS raining down. Another BOOM, closer this time—Noah shoves her toward the storm cellar.
47 81
89 INT. STARTRACER/2 - EMERGENCY ESCAPE POD VAULT 89
89 INT. STARTRACER/2 - EMERGENCY ESCAPE POD VAULT 89
89 INT. STARTRACER/2 - EMERGENCY ESCAPE POD VAULT 89 Ten single-person pods line the track, their hatches glowing red in the emergency lights. The room thrums with the ship’s death rattle. Cain bursts in, sweat streaking her face. The Rangers
48 83
91 EXT. TWELFTH MOON OF REZELA 91
91 EXT. TWELFTH MOON OF REZELA 91
91 EXT. TWELFTH MOON OF REZELA 91 The moon, eerily illuminated by a nearby sun, presents a rugged terrain of craggy rocks and twisted spires. Pace's pod is half-buried in the lunar soil. With a strained grunt, he pushes the hatch open and crawls out, fogging his
49 85
92 EXT. CAIN'S POD 92
92 EXT. CAIN'S POD 92
92 EXT. CAIN'S POD 92 Cain and Crimmage sit atop Cain's pod, scanning the desolate landscape. Todd paces nearby, his face etched with fear. Travelli and Martin cautiously inspect the other damaged pods. In all directions the white, rocky terrain is scorched
50 88
94 EXT. CAIN’S POD 94
94 EXT. CAIN’S POD 94
94 EXT. CAIN’S POD 94 Cain meets the anxious gazes of her crew, her lips pressed into a thin line. CRIMMAGE has his knees pulled in tight, arms wrapped around his legs. CAIN
51 90
96 EXT. CAIN’S POD 96
96 EXT. CAIN’S POD 96
96 EXT. CAIN’S POD 96 They’re all in shock. They continue to stare at the shimmering lake flowing around them. CLOSE-IN ON CAIN CAIN
52 91
97 EXT. TODD’S POD 97
97 EXT. TODD’S POD 97
97 EXT. TODD’S POD 97 Todd claws at the smooth metal of the pod, fingers scraping uselessly. His breath comes in ragged gasps, each exhale fogging his visor. The ground beneath him groans—a low, hungry sound. He’s scratching at the metal like a cat.
53 92
98 EXT. CAIN’S POD 98
98 EXT. CAIN’S POD 98
98 EXT. CAIN’S POD 98 Cain hops down. The ground shifts and quivers under her feet, little tentacles of soil reaching up as if to grab her legs. She races and dives onto her pod, Pace pulling her up. They stare as the ground bubbles again, Soladar oozing to the
54 95
99 EXT. CAIN'S POD/MOON’S SURFACE. 99
99 EXT. CAIN'S POD/MOON’S SURFACE. 99
99 EXT. CAIN'S POD/MOON’S SURFACE. 99 Minutes tick by, the oppressive silence pierced only by the low rumble of shifting ground. The horizon seems to pulse ominously. CAIN
55 97
102 EXT. TWELFTH MOON 102
102 EXT. TWELFTH MOON 102
102 EXT. TWELFTH MOON 102 WIDE SHOT: All around them is bleak, barren terrain. Large, jagged rocks protrude from the ground. Distant mountains loom on the horizon, their peaks shrouded in mist. Cain, Pace, and Crimmage trudge forward, each step a careful
56 99
103 INT. U.S. MENDES MAIN CORRIDOR - DUSK 103
103 INT. U.S. MENDES MAIN CORRIDOR - DUSK 103
103 INT. U.S. MENDES MAIN CORRIDOR - DUSK 103 A tomb of shadows. The air is thick with the scent of rust and decay. No sound, no movement—just the eerie hum of dead machinery. The trio’s headlamps slice through the darkness as they remove their metal shoes.
57 100
106 INT. CORRIDOR IN FRONT OF DEPLOYMENT BAY DOOR - DUSK 106
106 INT. CORRIDOR IN FRONT OF DEPLOYMENT BAY DOOR - DUSK 106
106 INT. CORRIDOR IN FRONT OF DEPLOYMENT BAY DOOR - DUSK 106 Cain reaches the DEPLOYMENT BAY. Pace and Crimmage are there. Several boxes on a trolly. The bay door is frozen half open. They all three grab an edge and manage to open it enough to get through.
58 102
110 INT. AC20 COCKPIT - DUSK 110
110 INT. AC20 COCKPIT - DUSK 110
110 INT. AC20 COCKPIT - DUSK 110 Cain pulls out the STARCRASH ACTION FIGURE and sets in in the co-pilot seat. CAIN Green across the board.
59 104
EXT MENDES DUSK
EXT. MENDES - DUSK
113 EXT. OUTSIDE THE U.S. MENDES - DUSK 113 A biting wind HOWLS across the barren landscape, kicking up dust. She steps down, her metal shoes CLANKING against the hard ground. The remnants of the golden lake GLIMMER faintly under the eerie light of Rezela’s many moons.
60 107
115 INT. AC20 - NIGHT 115
115 INT. AC20 - NIGHT 115
115 INT. AC20 - NIGHT 115 The echo of the piano lingers for a beat - then GONE. Pace, helmet off, stares out of the window, his reflection fractured by tracks of tears.The moon shrinks behind them, a cold, distant eye.

The Twelfth Moon Rev 6

Haunted by her family's death in the Soladar wars, Captain Carla Cain leads a mission to a forbidden moon, only to discover the energy powering humanity is alive—and hungry for more victims.

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Overview

Poster
Unique Selling Point

The script's unique selling proposition is its inversion of the resource extraction narrative: Soladar isn't mined, it mines *you*. This transforms a standard sci-fi conspiracy into cosmic horror, creating a genuinely disturbing and original premise. The combination of government conspiracy thriller with Lovecraftian planetary horror, anchored by a protagonist with deep personal stakes, creates a compelling hybrid genre piece that stands out in the crowded sci-fi market.

AI Verdict & Suggestions

Ratings are subjective. So you get different engines' ratings to compare.

Hover over verdict cards for Executive Summaries

GPT5
 Recommend
Claude
 Recommend
Gemini
 Consider
Grok
 Consider
DeepSeek
 Consider
Average Score: 7.3
Key Takeaways
For the Writer:
To elevate 'The Twelfth Moon Rev 6', focus on tightening the middle act by consolidating repetitive investigative scenes and reducing exposition-heavy dialogue to maintain momentum and audience engagement. Deepen supporting characters' arcs with specific motivations and relationships to add emotional layers, and clarify the rules of Soladar's world-building through visual storytelling rather than direct explanation. These refinements will enhance narrative flow, reduce contrivances, and strengthen the script's thematic depth, making it more immersive and impactful.
For Executives:
The script offers strong commercial potential with its original sci-fi horror concept and emotional stakes, appealing to audiences of films like Alien or Prometheus, but risks include uneven pacing that could bore viewers and unresolved plot threads that might confuse or frustrate them, potentially lowering marketability. With revisions to streamline the narrative and bolster character development, it could attract mid-budget studios, but in its current state, it may require significant reworking to avoid production delays or negative test screenings.
Story Facts
Genres:
Science Fiction 65% Action 35% Drama 50% Horror 25% Thriller 30% War 15%

Setting: Distant future, Various locations in space, including moons, spaceships, and a post-apocalyptic Earth

Themes: The Corrupting Nature of Power and the Pursuit of Soladar, Loss, Sacrifice, and Trauma, The Search for Truth and the Danger of Government Secrecy, The Nature of Humanity and Survival, Technological Advancement and its Double-Edged Sword, The Power of Memory and Legacy, Betrayal and Distrust

Conflict & Stakes: The crew's struggle for survival against a sentient moon while uncovering the truth about Soladar and facing personal demons.

Mood: Tense and suspenseful, with moments of introspection and emotional depth.

Standout Features:

  • Unique Hook: The concept of a sentient moon that mines its inhabitants, creating a unique blend of horror and sci-fi.
  • Major Twist: The revelation that the moon is alive and has a connection to the characters' pasts.
  • Innovative Ideas: The use of advanced technology and the exploration of ethical dilemmas surrounding resource exploitation.
  • Distinctive Setting: The contrast between the desolate moonscape and the high-tech environments of the spaceships.
  • Character Depth: The complex backstories of characters like Cain and Pace, which drive their motivations and decisions.

Comparable Scripts: Event Horizon, The Martian, Interstellar, The Expanse (TV Series), Annihilation, Gravity, Alien, Lost in Space (TV Series), The Leftovers

🎯 Your Top Priorities

Our stats model looked at how your scores work together and ranked the changes most likely to move your overall rating next draft. Ordered by the most reliable gains first.

You have more than one meaningful lever.

Improving Character Development (Script Level) and Theme (Script Level) will have the biggest impact on your overall score next draft.

1. Character Development (Script Level)
Big Impact Script Level
Your current Character Development (Script Level) score: 7.1
Expected gain: ~5% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.65 in Character Development (Script Level)
Confidence: High (based on ~2,328 similar revisions)
  • This is your top opportunity right now. Focusing your rewrite energy here gives you the best realistic shot at raising the overall rating.
  • What writers at your level usually do: Writers at a similar level usually raise Character Development (Script Level) by about +0.65 in one rewrite.
2. Theme (Script Level)
Big Impact Script Level
Your current Theme (Script Level) score: 7.8
Expected gain: ~4% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.5 in Theme (Script Level)
Confidence: High (based on ~3,464 similar revisions)
  • This is another strong option. If the top item doesn't fit your rewrite plan, this is a solid alternative.
  • What writers at your level usually do: Writers at a similar level usually raise Theme (Script Level) by about +0.5 in one rewrite.
3. Emotional Impact (Script Level)
Big Impact Script Level
Your current Emotional Impact (Script Level) score: 7.5
Expected gain: ~3% closer to an "all Highly Recommends" score
Typical rewrite gain: +0.5 in Emotional Impact (Script Level)
Confidence: High (based on ~3,773 similar revisions)
  • This is another strong option. If the top item doesn't fit your rewrite plan, this is a solid alternative.
  • What writers at your level usually do: Writers at a similar level usually raise Emotional Impact (Script Level) by about +0.5 in one rewrite.

Script Level Analysis

Writer Exec

This section delivers a top-level assessment of the screenplay’s strengths and weaknesses — covering overall quality (P/C/R/HR), character development, emotional impact, thematic depth, narrative inconsistencies, and the story’s core philosophical conflict. It helps identify what’s resonating, what needs refinement, and how the script aligns with professional standards.

Screenplay Insights

Breaks down your script along various categories.

Overall Score: 7.71
Key Suggestions:
To improve the script creatively, prioritize deepening the backstories and arcs of supporting characters like Todd and Martin to make them more relatable and impactful, as this will enhance emotional engagement and overall narrative depth. Additionally, focus on clarifying key plot points and themes, such as the Soladar conspiracy, to ensure a tighter, more coherent story that resonates with audiences on a craft level.
Story Critique

Big-picture feedback on the story’s clarity, stakes, cohesion, and engagement.

Key Suggestions:
The script's core strength lies in its gripping sci-fi narrative exploring themes of loss and exploitation, but improvements should focus on tightening pacing to eliminate draggy exposition, deepening character backstories and relationships for stronger emotional stakes, and incorporating more visual storytelling to convey information dynamically. By streamlining the middle sections and enhancing character dynamics, the story can achieve a more immersive and resonant impact, making the audience's investment in the characters' fates more compelling.
Characters

Explores the depth, clarity, and arc of the main and supporting characters.

Key Suggestions:
The character analysis highlights Carla Cain as a strong protagonist with a compelling arc, but opportunities exist to deepen emotional layers, such as exploring her trust issues and family losses through more vivid flashbacks and internal monologues. Supporting characters like Pace and Crimmage could benefit from clearer arcs and more nuanced dialogue to avoid feeling secondary; focusing on their growth and interactions would enhance thematic depth and audience engagement, making the script more emotionally resonant and thematically cohesive.
Emotional Analysis

Breaks down the emotional journey of the audience across the script.

Key Suggestions:
The script's emotional core is strong, particularly in Cain's arc, but could be enhanced by incorporating more emotional variety and contrast to avoid monotony in tense sections. Focus on adding moments of wonder, camaraderie, and intellectual curiosity, while deepening empathy for supporting characters and ensuring emotional valleys for better pacing. This would create a more engaging, layered narrative that prevents audience fatigue and strengthens thematic resonance, ultimately making the story more impactful and relatable.
Goals and Philosophical Conflict

Evaluates character motivations, obstacles, and sources of tension throughout the plot.

Key Suggestions:
The script's character-driven narrative effectively builds tension through evolving goals and philosophical conflicts, but to enhance its impact, focus on tightening the internal character arcs—such as Cain's journey from personal curiosity to selfless leadership—by adding more subtle, emotional beats that ground the high-stakes action in relatable human experiences. This will deepen audience investment and strengthen the thematic resonance of truth versus survival, ensuring the story doesn't rely solely on plot twists for engagement.
Themes

Analysis of the themes of the screenplay and how well they’re expressed.

Key Suggestions:
The script's thematic core around the corrupting influence of power via Soladar is robust and engaging, but to elevate the craft, focus on tightening the integration of supporting themes like loss and truth-seeking to avoid repetitive emotional beats. Enhancing character development, particularly Carla Cain's arc, by adding nuanced internal conflicts and subtler symbolism—such as the Starcrash figure—could deepen emotional resonance and prevent the narrative from feeling overly didactic, ultimately making the story more immersive and impactful for audiences.
Logic & Inconsistencies

Highlights any contradictions, plot holes, or logic gaps that may confuse viewers.

Key Suggestions:
The script's core sci-fi narrative and character arcs show promise, but inconsistencies in plot logic, such as unexplained resets and character actions that feel forced, undermine believability and engagement. To improve, focus on tightening the conspiracy elements by resolving logical gaps, ensuring character decisions stem naturally from their development, and reducing redundant flashbacks and dialogue to create a more streamlined, authentic story that better serves the thriller genre.

Scene Analysis

All of your scenes analyzed individually and compared, so you can zero in on what to improve.

Scene-Level Percentile Chart
Hover over the graph to see more details about each score.
Go to Scene Analysis

Other Analyses

Writer Exec

This section looks at the extra spark — your story’s voice, style, world, and the moments that really stick. These insights might not change the bones of the script, but they can make it more original, more immersive, and way more memorable. It’s where things get fun, weird, and wonderfully you.

Unique Voice

Assesses the distinctiveness and personality of the writer's voice.

Key Suggestions:
The script's voice effectively blends futuristic sci-fi with raw emotional depth, creating immersive tension, but to elevate it, focus on tightening dialogue to avoid repetition in high-stakes scenes and expanding character arcs to deepen audience investment in their personal stakes, ensuring that the gritty realism doesn't overshadow moments of wonder and exploration.
Writer's Craft

Analyzes the writing to help the writer be aware of their skill and improve.

Key Suggestions:
To enhance your screenplay's creative impact, concentrate on sharpening dialogue to better reveal character motivations and conflicts, deepen character arcs by exploring internal struggles, and refine pacing to maintain tension and engagement. These improvements will amplify emotional resonance and make your narrative more compelling and authentic.
Memorable Lines
Spotlights standout dialogue lines with emotional or thematic power.
Tropes
Highlights common or genre-specific tropes found in the script.
World Building

Evaluates the depth, consistency, and immersion of the story's world.

Key Suggestions:
The script's world building is richly detailed and effectively drives tension and character development, but to enhance creative depth, focus on tightening the integration of environmental elements with personal backstories to avoid overwhelming the narrative. For instance, leveraging the sentient Soladar more dynamically in key scenes could amplify horror and thematic resonance, while ensuring cultural and societal aspects inform character motivations without relying on heavy exposition, ultimately making the story more emotionally resonant and cinematically engaging.
Correlations

Identifies patterns in scene scores.

Key Suggestions:
To elevate your script's craft, focus on diversifying the pervasive tense tone with contrasting elements like humor or calm to prevent monotony and enhance emotional depth. Strengthen character development in reflective and inquisitive scenes by integrating action-driven changes, and ensure emotional beats are bolstered by sharper dialogue to avoid tell-heavy moments. This will create a more balanced, engaging narrative with better pacing and character growth, making the story more compelling and less predictable.
Loglines
Presents logline variations based on theme, genre, and hook.

Comparison with Previous Draft

See how your script has evolved from the previous version. This section highlights improvements, regressions, and changes across all major categories, helping you understand what revisions are working and what may need more attention.

Version Comparison Analysis
Summary of Changes
Improvements (5)
  • Premise - hookStrength: 7.0 → 9.0 +2.0
  • Character Complexity - characterArcs: 7.0 → 8.0 +1.0
  • Character Complexity - characterRelatability: 7.0 → 8.0 +1.0
  • Character Complexity - characterDiversity: 6.0 → 7.0 +1.0
  • Character Complexity - characterConsistency: 8.0 → 9.0 +1.0
Areas to Review (0)

No regressions detected