ZERO TRUST GAMES

Climb the Ship That Keeps You Alive

Toryn: Pact

Genre: Ship-Systems Survival & Society Management

Status: Planned

Around 2180, aboard Stasis-5, a generation ship launched a century ago. Four or five generations live by the Pact and believe in Arrival. Then your stasis pod opens: you are a relic from Earth, and the ship is failing. Climb from the deep decks to the Core, sector by sector, and at the top find the lie the ship runs on. Break it, or keep it.

Screenshots

Screenshots are on the way. Follow development on Discord to see them first.

Features

Earn the ship one sector at a time

You wake with a technician's access to the deep decks and nothing more. Keep Engineering alive and the next sector up becomes yours, then the next, all the way to the Core.

Between the bottom and the top, you choose which side of each pair to take first, and whether to earn a sector, deal for it or seize it. Every sector you hold stays yours to keep running, so each climb leaves different allies and debts behind.

Five networks in one hull

Power, air, water, heat and data run through pipes, ducts and cables across a side-view cross-section of the ship. A pump needs power, a scrubber needs water, a reactor needs coolant: one failure travels.

The hull never grows. You refit rooms for new jobs and rebuild the ones lost to fire or flood, and where a room sits matters: waste heat warms its neighbours, and fire and bad air spread to them.

Every bulkhead has a deck behind it

When a breach opens or the reactor dips, you triage: reroute life support, seal a bulkhead, vent a section to space, or brown out a deck to keep the core systems alive.

Someone's deck goes cold, and they know who sealed the door. Spares are finite and repairs need skilled crews, parts and the right access, so maintenance is a matter of standing orders and priorities, not clicking.

Wake them, or let them sleep

The pod hold still carries sleepers from Earth, and you do not know who is in a pod until you scan or wake it. A waking costs power and medicine and adds a mouth to feed, but brings a skill and often knowledge the decks do not have.

Every sleeper you wake is also a witness. When the ship runs out of parts, you can strip a pod instead, and the sleeper inside is lost.

Truth is a resource

Each deck knows something different, and rumours travel along corridors and shifts. Knowledge makes engineers repair faster and makes everyone harder to rule.

Lock away schematics or open them, back censorship or let a rumour run, and guard your own cover: the decks do not know what you are, and the wrong people learning it first is a threat.

Whoever holds the valves makes the rules

The decks' factions keep the ship running, so they can stop it: work to rule, strike, close the valves or seal a deck. Laws act on the ship itself, so rationing water changes the water loop and a curfew changes who can reach which deck.

Every reading, alert and faction stance comes with a "Why?" that lists exactly what drives it. Beside you, the ship's AI talks from the moment you wake: accurate about what it reports, quiet about what it holds back. There is no score, only how your climb ends.

Concept Art

Early concept art, not in-game footage. The final look may change.

Cutaway of a generation ship in space: lit living quarters and labs on the upper decks, green hydroponic farms in the middle, and tanks, pipes and machinery on the deep decks below.
Stasis-5 cut open: quarters above, farms in the middle, the machinery that keeps everyone alive below · AI-assisted

Core Systems

  • Five ship networks: power, air, water, heat and data
  • Breaches, fires and crisis triage
  • A sector-by-sector climb to the Core
  • Sleepers to wake, or pods to strip
  • Laws, deck factions and control of the truth

A Toryn Saga game by Zero Trust Games. Explore the saga →