That's brilliant, but how does it deal with, let's say, more than six branches in the midgame or endgame, two of which harken back to decisions made in the first part of the game? Does it abstract actual locations and timeframes to a high degree or does the game never reach that level of non-linearity?
Currently, the game has Y-like structure with two different branches of the plot that take you to completely separate locations, with separate quests, NPCs, plot etc..
If you play through the Space Wreck once, you can visit at most 60% of locations, the other branch is virtually inaccessible after you've made the choice.
Oh and that choice? It's already in the demo. In fact, if you played through it, you've made it. It's not a big glaring EVIL/RIGHT or smth like that sort of choice. In fact, it's pretty subtle. But I think it is obvious and rational.
Yeah, I played the demo. Loved it! It's not big enough to have causality diagrams that would break your star system. You answered my question though. A Y structure is a unidirectional graph, so the game is multilinear rather than non-linear. Kind of like Geneforge, right?
Probably a good choice for what you're trying to achieve, and it's not like you can march on over to an end-game location from the get go so the point is moot.