Episodes
Episode 1 – “Pilot”
Captain Jane Riley is chosen to lead Earth’s first deep-space mission aboard the U.S.S. Polaris—a sleek, experimental vessel she doesn’t fully trust, with a crew that’s… not exactly NASA material. Their objective? Make contact with intelligent alien life. The reality? They land on a planet of pyramid-obsessed weirdos and accidentally trigger a first contact scenario no one’s prepared for. As the crew fumbles their way through alien customs, diplomatic tests, and an AI with a superiority complex, they begin to realize humanity might be the smartest species out there—and that’s not a compliment.
Episode 2 – “Microscopic Diplomacy”
After an unfortunate experiment involving a wrench and unearned confidence, Buddy dies. Like, completely dies. Until he doesn’t. When he pops back to life with no memory and a big smile, the crew realizes they may have an immortal alien aboard—one who resets his brain every time he’s fatally injured. As they investigate his biology (or lack thereof), Buddy cheerfully chokes on increasingly dangerous objects, forcing the team to rethink safety protocols—and what “alive” even means when your goo-based crewmate keeps respawning like a glitchy video game character.
Episode 3 – “Mist Opportunity”
After a minor asteroid bump damages the ship, the crew heads to a fog-covered planet called Drungella in search of ferronitrate crystals. But instead of a quick fix, they find themselves trapped in endless planning sessions with the Drunge—a species so obsessed with bureaucratic process they make DMV lines look efficient. As Jane tries to keep things diplomatic, Zach and Brayden decide to mine the crystals themselves, accidentally awakening something deep beneath the surface. Turns out, the only way to get anything done on Drungella… is to ignore every rule they’ve ever written.
Episode 4 – “Buddyproof”
When the crew heads to the planet Lirvona—a society obsessed with flawless diplomacy—they make the safest call imaginable: leaving Buddy behind. But while Jane, Zach, Brayden, and Holt struggle to mimic synchronized rituals that could spark war if done incorrectly, Buddy gets bored and accidentally reprograms the ship’s AI, Cal, into a fully unhinged pirate. With “Captain Cal” now barking nautical nonsense and promoting Buddy to increasingly ridiculous titles, the ship descends into chaos. The crew must complete a critical diplomatic exchange while Cal blurts pirate threats over the comms—and Buddy fully embraces his role as First Mate Gleebo. Even after fixing the issue, Cal might not be entirely cured.
Episode 5 – “The Free Trial”
Merick ropes the crew into delivering “AI administrative units” to a peaceful alien society on Kordas Prime. The bots are sleek, efficient—and completely designed to monetize everything. From building stairs to flushing toilets, everything now runs on kordite, a local mineral the aliens must mine themselves. The bots offer faster results for higher payment, effectively turning Kordas into a microtransaction-based utopia. As the aliens start organizing, building, and forming lines for the first time, the crew watches in horror as Merick installs a literal bank in the city center. Society fixed… with premium access.
Episode 6 – “A Million Ways to Die on This Rock”
When the crew investigates a centuries-old distress signal, they arrive at Pickgrave Gulch—an alien frontier town where everything is resolved by shootouts, coupons, or goat-related violence. The sheriff drops dead mid-tour, and Buddy is immediately deputized. His new role leads to several heroic, idiotic deaths… each followed by a memory-wiped resurrection and a brand-new sheriff nickname courtesy of Brayden. Meanwhile, Jane and Zach try to shut down the still-broadcasting distress beacon, and Zach reprograms a busted robot into a glitchy cowboy sheriff to restore order. Buddy is devastated to lose the badge—until he’s named “Deputy Slime” and happily salutes a cactus.
Episode 7 – “The Clone-Spiracy”
When Buddy messes with a gravity chamber labeled “definitely not for Buddy,” he accidentally clones himself. Then those clones start evolving. From Tool Buddy to Snack Buddy to a version that believes it’s their superior, the ship fills with competing goo-based personalities, each more chaotic than the last. Holt logs every detail. Zach nearly triggers a meltdown. And Jane mentally checks out about three clones in. With critical systems wrapped in foam and one Buddy taping safety signs to vents, the crew must herd the goo herd back into one body—before someone votes themselves king. Again.
Episode 10 – “The Fine Print”
Merick promises the crew a “diplomatic opportunity,” then conveniently forgets to mention the fine print—because he didn’t read it either. They’re launched into Galactic Gauntlet, a reality-show-meets-game-show nightmare where alien species compete for glory… or public humiliation. The challenges? Tag-the-goo mazes, mime-based diplomacy, and a gut-busting food showdown. The score? Zero. But the entertainment value? Off the charts. By the end, the crew is galactic-famous for all the wrong reasons, Holt has an action figure he didn’t authorize, and Buddy’s maze collision is already a GIF in nine systems.