The first time I reached the end of P.X: No Man’s Space, I had a complete story in my hands from beginning to end.
I had written the final lines of the novel:
And she had said it all. There was nothing left to name until the call to fight was answered.
The war had already chosen its battlefield.
Here, in the cradle of Sol.
No longer neutral.
No longer theirs.
No longer anyone’s.
This was now No Man’s Space.
The file was called Draft 1.0.
For the first time, there was a real novel in front of me, with a beginning, an ending, characters, and a universe now living by its own rules. The story I had carried in my head for months, written piece by piece and watched grow, finally existed as a single whole.
But Draft 1.0 was not the same book as the P.X that is published today.
When I began reading the first complete manuscript from beginning to end, I quickly learned that writing the final sentence of a novel does not mean you are finished working on it. Some chapters disappeared entirely. Others were substantially rewritten. New scenes and pages were added. Parts moved. Dialogue was reconsidered. I went over the same paragraph again and again. Sometimes I changed an entire page; sometimes I spent a long time searching for the right word inside a single sentence.
As the version number of the file advanced, the novel changed with it.
The versions that followed Draft 1.0 were not simply new files with typographical errors corrected. Developmental editing and line editing meant questioning the story itself all over again. Did this chapter really need to be there? Was a scene in the right place? Was a character’s motivation clear enough? Was a piece of information being revealed too early? Was a line of dialogue explaining too much? Was a paragraph moving the story forward, or was I keeping it only because I liked the idea it contained?
As the process continued, I was not only improving the novel; I was also beginning to systematize how I wrote and how I edited. Some things I had initially done almost entirely by instinct gradually developed into my own working methods and protocols. One was an approach I came to call Tapkan CSE. Another was what I described as a semi-fluid model: I would define the main structure and destination points in advance, while allowing scenes, character reactions, and some of the routes between those points to change during the writing itself. The plan carried the story, but it did not lock it in place. I developed these methods while working on P.X and began using them more consciously with each successive draft.
But there was another dimension to the entire process for me.
Up to this point, I have not specifically mentioned the language in which P.X was written.
I wrote P.X in English.
English is my second language. But it was P.X’s first language.
The novel was not written in Turkish and later translated into English. In fact, writing it in English was not even a conscious decision I made at the moment I began. Before the story ever reached the page, while I was still constructing it in my head, it was already forming in English.
There was a natural reason for that. I had spent a significant part of my professional life living and working abroad. For years I had worked in English with people from different countries, held meetings, solved problems, and conducted everyday life in the language. After a while, in some situations, thinking directly in English rather than first thinking in Turkish and then translating became a natural reflex.
With science fiction, that tendency was even stronger.
For years, I had read science-fiction books in their original language whenever possible and watched films, series, documentaries, and other productions in English. As a result, the language of science fiction had largely settled into my mind in English. When I thought about space travel, first contact, other civilizations, technologies, military structures, or galactic politics, the concepts often appeared first in their English forms.
P.X was born that way.
When I imagined a scene, I did not first construct its Turkish version and then translate it. The characters’ conversations formed in my head in English. When I imagined a meeting, a confrontation, or an exchange on the bridge of a starship, the characters were already speaking English. The narrative voice developed the same way.
In short, I did not translate P.X into English.
P.X was born in English.
P.X was also written in American English, and a significant number of its main characters are American. That raised another question beyond simply writing correct English: how naturally can someone who was not born and raised within that culture reproduce everyday speech, small habits of expression, and the distinct voices of different characters?
This was one of the areas I paid particular attention to while writing P.X. Dialogue that sounds natural in American English, everyday patterns of expression, and character voices that genuinely differ from one another require a different kind of work from grammatical correctness alone. I want to explore both the experience of writing in English and the writing and editing protocols I developed during P.X in more detail in separate essays; here, I am only showing where they belonged in this particular journey.
But the fact that English felt natural in this context did not mean that writing a novel in English was easy.
Living and working in a language for years and using it every day is one thing. Writing hundreds of pages of fiction in that same language is something else entirely.
When writing a novel, it was not enough for a word to be correct in dictionary terms. It had to feel right in that sentence. Two words with similar meanings could change a character’s voice completely. A grammatically flawless sentence could still sound unnatural. Dialogue could be correct English and still fail to sound like something that particular character would actually say.
Rhythm mattered too.
Was a sentence too long? Was a word repeating too often across a few paragraphs? Did a conversation sound too formal? Did the same character speak with a different tone elsewhere in the book? Was a technically correct phrase weakening the emotion of the scene?
For that reason, going over the manuscript again and again was not simply an editing process. I was also trying to make sure that every sentence I had written in my second language truly said what I wanted it to say, in the way I wanted it to say it.
Some pages remained very close to the way I had first written them.
Others were almost unrecognizable in their final form.
Sometimes an entire chapter disappeared. Sometimes I added new pages where I felt something was missing. Sometimes I worked on a major plot problem; at other times, after several hours, the only visible result was a handful of changed words.
In the first draft, my fundamental goal had been to bring the story into existence.
In the drafts that followed, I was trying to make that story truly live inside the English language.
Eventually, the manuscript reached Draft 3.1.
On November 22, 2025, the Legacy Edition of P.X: No Man’s Space, based on Draft 3.1, was published in Vienna.
I will come back later to why that day was Vienna, and how one of the first printed copies of the book soon found itself in Ballhausplatz. For me, that became one of the most special moments in the entire P.X journey.
From an editorial point of view, however, something else was interesting.
The book had been published.
I still was not finished.
After the Legacy Edition, I returned to the manuscript.
Draft 3.2 came next.
Then 3.3.
And finally 3.4.
During that process, P.X went through developmental and line editing again. By then, there was a published novel that worked from beginning to end, so the task was not to rewrite it from scratch. But with distance, I began to see places I had not seen before. Some sections were tightened. Some passages were rebuilt. Sentences were simplified or their rhythm changed. Word choices were reconsidered. Many decisions that looked small on their own, but affected the tone of the manuscript as a whole, were revisited.
That work continued through Draft 3.4.
When the Second Edition of P.X: No Man’s Space was published on August 1, 2026, the main manuscript was finally complete for me as well.
The Legacy Edition was the moment P.X entered the world.
The Second Edition was the point at which I could finally look at the text and let it go.
With Draft 1.0, I had reached the end of the story.
With Draft 3.4, I felt I had reached the end of the novel I actually wanted to tell.
But another reality was now in front of me.
I had written a novel. I had written it in my second language, reworked it again and again, and eventually brought it to a point where it could be published.
But I was about to learn that a finished manuscript and a finished book were not the same thing.
Now I had to turn P.X from a written novel into an actual book, with a cover, pages, print editions, and a complete publishing identity.
And this time, the role I would be taking on would not be limited to being the author.





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