THE SHIP IS THE CHARACTER
No crew to manage. A neutral hull and the parts you bolt to it are the whole build, and the sprite changes as you fit them — anyone can look at a ship and tell what it is building toward.
PIXEL-ART TURN-BASED ROGUELITE
The universe is going out. Somewhere at the bottom of it there is still one warm thing. Bring it home, or die a little closer to it than you were.
Your ship is your character and your modules are your deck.
One email when there is something to play. Nothing else, ever.
No crew to manage. A neutral hull and the parts you bolt to it are the whole build, and the sprite changes as you fit them — anyone can look at a ship and tell what it is building toward.
Every module you install contributes its own cards. An autocannon adds its salvo, a plate adds its brace, a relic adds something weird. Swap a module and the deck reshapes around it.
Nothing chases you. Danger and loot both rise with how deep you chart, and you may farm a band as long as you like. Deaths are self-authored: you went one jump further for one more ember.
The average run is punishing. A build that comes together is not balanced, not strong for its tier — it is briefly absurd. The gap between those two is the fantasy.
Screenshots from the current build. Nothing here is a mockup.
Energy is what you spend; heat is what it leaves behind. Every hull has a capacity and a dissipation rate, and at the end of a turn you take one hull damage for every point you are over.
No shutdown, no cliff, no cap — just a bill. Repairs cost credits, so overheating is money as well as hull, and venting is a real move you have to find room for.
Out on the chart the same number works against you: a hot ship is a lit ship, and the dark is full of things that came for exactly what you are carrying.
Up to eight ships, one galaxy, one lobby code. Everyone keeps their own hull, their own hold and their own hand — you share the chart, the wrecks that have already been picked over, and the fight when somebody opens one.
Nobody waits on a phase and nobody sees your cards. The party runs free until the enemy swings, and then it swings at whoever is hottest.
Corporations are eternal and they are buying heat. People are temporary and they want scrap and credits. You are a person, and you work for the eternal things, and they will not tell you what the heat is for.
The game never explains itself. What lore there is arrives as manifests, riders, receipts and transponder loops somebody left behind — primary sources, never a narrator.
There is no store page yet. Leave an address and you will hear from us once, when there is a build worth your evening.