Factions are one of the essential parts of Kepler’s lore. Each faction is going to have it’s own unique stats, leveling and crafting systems. Faction choice affects the plot movement and character’s development.
There are three factions in Population Zero at the moment (more are coming): Xenobiote, Technocrat, and Void (a kind of transition between the first two).
Mysterious forces on Kepler affect everything, including the character from the moment the player appears on the planet for the first time. During their life on Kepler, characters are constantly changing and even losing the human form.
Void is the first stage of evolution and faction-based gameplay. Having become a void, the player’s character gets more survivability, strength, and resistance than other Kepler inhabitants. Being a void, players can’t get poisoned; they have more damage and endurance. Also, they can find unique things that are unavailable to other factions. However, voids can’t build, craft objects, wear armor or wield weapons.
The first time colonist loses human form; he gets a particular quest that helps him choose the future path — become a Technocrat or a Xenobiote. The choice is not final: after becoming a Xenobiote the player can change into a Technocrat and vice versa. One can also choose to stay a void. After all, he is the perfect hunter.
Technocrats are colonists who chose to go back to the human-ish roots. Though they can’t become 100% human anymore, they decide to stay in that form. To become a Technocrat, the player has to find an implantation module that helps to fight the transformations that change them during rebirths.
When leveling, Technocrats learn how to create more advanced devices and tools, improving armor and weapons. Technologic advance is their way, and all they want is to turn Kepler into New Earth.
Xenobiotes are colonists who decided to unify with nature. They choose to create a symbiosis between Kepler’s flora and fauna and conform to their unique features. The process of turning into a Xenobiote is entirely different from the Technocrat’s. The first biome where they genuinely feel powerful will be the Jungle biome. The symbiosis with local fauna and animals will allow for both fast crafting, weapon building, and construction. Instead of tools, Xenobiotes will use plants for crafting; they do not kill the animals like technocrats do, but rather ally with them. To upgrade, players will use a complex mutation system.
Deep dive, since most information is under NDA. The following statements are opinions and are widely considered theory craft. It seems to me that obviously Void Hunters are for the solo-style players. Increased stats is always a bonus, but the tradeoff of no building or gear is questionable. We still don’t know how gear will scale in the end-game.
Technocrats obviously seem to be the way to go for large guilds or group play. The ability to build more “Advanced” devices and tools has the potential to outscale all factions at the endgame depending on what that phrase entails.
The Xenobiote also seems interesting with their added benefits of taming creatures and faster crafting and building time. However, they seem to be extremely limited only to the Jungle Biome. This is obviously questionable depending where most of the valuable resources are located.
In summary, I believe Technocrats are going to be the superior faction based off the limited information we’re given.