Years before the Exodus, a crew of five takes a small survey ship through the Toryn Gate to scout new worlds for humanity, and finds there is no way back. Fly from orbit to the ground without a loading screen, scan and name what you discover, and build small outposts to refuel, restock and repair before jumping into the unknown again.
Screenshots are on the way. Follow development on Discord to see them first.
Features
Every arrival is a first
The ship drops into an unknown system with no map, only a new star and the bright points of its planets. Every passage damages something, so the first decision is triage: life support, hull or crew.
For a short window after arrival, signals can still cross back. Send what you can home before it closes.
Land on partial data
From orbit you learn atmosphere, temperature, gravity and hazards, but not where the water is or what that faint signal really means. The ship's AI ranks landing sites with honest confidence; you pick one or overrule it, and live with the choice.
Only landing tells the truth. A low-confidence site can surprise you in either direction.
Survival is on the ground
Fuel, air, water, food and spare parts all come from the surface. Set up a small outpost next to the ship, with an extractor, a refinery and a fabricator, and put the crew on standing orders while you explore on foot.
There is no combat. Danger comes from storms, radiation, toxic air, failing gear and your own choices, and every hazard is telegraphed and explained.
Earn the next jump
The anomaly opens only to a ship that is ready. Repair the drive, keep the hull sound and hold a fuel reserve, then decide how much further to prepare: full repairs, spare parts, readings from several planets to narrow the odds on what waits beyond.
Once the minimums are met, you can jump early as a gamble: a rougher passage and a vaguer prediction.
Five people, not five stat sheets
Captain, pilot, medic, engineer and scientist each have health, stress, fatigue and relationships. Lose the medic and injuries worsen; lose the engineer and every repair gets slower and worse.
The crew grows through the work they do. A pilot who has landed on rough ground can take steeper sites, and a better suit opens worlds you once could only look at from orbit.
Leave a haven behind
When you leave a world, you can turn your outpost into a haven: survey data, a beacon and whatever modules and supplies you can spare. Every item you leave is one your crew no longer has.
Other lost crews did the same. Their havens and wrecks mean fuel, parts and logs, and the havens you leave stay in the galaxy for your future expeditions.
Concept Art
Early concept art, not in-game footage. The final look may change.
First steps beneath a ringed giant · AI-assisted Planting a survey beacon on an ice world · AI-assisted