ZERO TRUST GAMES

The Age of Engineered Survival

Toryn: Stasis

Genre: Planetary Colony & Regional Simulation

Status: Planned

Keep a network of sealed settlements alive on a hostile world. Specialize colonies in power, food, manufacturing or research, then manage the dependencies between them, building toward Stasis City, a megacity no single colony can build alone.

Screenshots

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

Features

Every colonist is someone

Humanity's survivors wait aboard the Stasis-7 ark in orbit, and nobody new is coming. Founding a colony, sending reinforcements or moving people between sites spends the same finite reserve, and every death is permanent.

Colonists are individuals with names, faces and roles, standing at the posts you assign them. You never schedule their day; you decide where they are needed most, and which colony gets the last engineer.

Specialize, then depend

A colony built to do everything does nothing well. Turn one site into the region's power plant, another into its farm, a third into the workshop that keeps the other two running.

Colonies trade only through the connections you build, each with limited capacity, delay and reliability. Set what moves first and how much each colony keeps in reserve: regional efficiency against local redundancy.

Failures you can trace

A geothermal plant fails, industry loses power, pump repairs slip, water falls and the farms follow. Crises grow out of the simulation, not from a script, and the worst ones take out what you would need to fix them.

Every failure shows what broke, why, what depended on it and what fails next. When power runs short, the shutdown order is yours: decide what goes dark before life support does.

Research what you need

There are no research points and no generic tree. Pick a concrete engineering problem, such as better water processing or a stronger reactor, and assign your labs to it.

Split labs across several projects or stack them on one urgent target, knowing each extra lab helps less. What you solve unlocks new facility tiers and capabilities for every colony that can staff and supply them.

Automation you earn

Early colonies need your hand on every decision. As the region grows, you unlock reserve thresholds, power priorities, automatic balancing and, eventually, governors that run a colony toward the goal you give it.

A governor solves its own colony's problem, not always yours. The technologies of Helix, Aurelion, Vantrex and Obsidian each pull governance a different way, and you can mix them rather than pick one side.

Build a city no colony can

Stasis City needs the whole region: materials and excavation, power and heavy systems, a closed ecosystem, advanced automation, full reserves and the people to move in. Each phase tests a different part of your network.

The planet grows more hostile as the city rises, and you see each change coming before you trigger it. To activate the city, the ark withdraws its support and a forecast run of hazards strikes your colonies: come through without losing anyone, or learn what broke and try again.

Concept Art

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

A sealed outpost of linked modules, a landing pad and twin stacks sits on volcanic ground among steaming vents, with red cliffs and a low sun behind it.
A sealed outpost on geothermal ground · AI-assisted
Suited colonists carry cases from a habitat block toward a landed shuttle, while a pipeline crosses the plain to a vast lit dome on the horizon.
Colonists, a shuttle and the great dome across the plain · AI-assisted

Core Systems

  • Single-colony survival and reconstruction
  • Regional specialization and interdependence
  • Shared resources, services and capacity
  • Cascading failure and resilience

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