Act I · The signal
Get a message to Earth.
Rebuild the Wayfarer's deep-space transmitter, seven parts in all. Find your crew across the canyons, the lava tubes and the ice. Then send the signal home.
Earth replies: rescue in 2 years · room for 4
Mission file 01 · The silence
The Wayfarer caught fire on entry. The crew scattered in escape pods. Yours jammed, and you rode the burning hull all the way down to the Wreck Plains. The airlock still gives oxygen. Everything else is up to you.
Act I · The signal
Rebuild the Wayfarer's deep-space transmitter, seven parts in all. Find your crew across the canyons, the lava tubes and the ice. Then send the signal home.
Earth replies: rescue in 2 years · room for 4
Act II · The Ancient Road
Under the surface lies the Depths, a city the Ancients left when they went to the stars. Their archive marks a road: clear the wreck, raise a shipyard, enter the Dead Colony, and take a core from each of seven guardians.
Seven cores · one starship
Ending · Your call
Board the starship with the survivors who want Earth, or stay with the ones who now call Mars home. Either way, the world keeps running after the credits.
Free play continues after the end




Botanist
Came to see if Mars could bloom. Give her a greenhouse and she will feed the village.
Engineer
His call comes from somewhere deep in the canyons. Keeps the transmitter and the drones alive.
Pilot
Promised her daughter Duru she would be home. Her pod came down near the ship's torn-off tail.
Survivor
The one whose pod jammed. You start with a crowbar, five oxygen cartridges and a wreck.
Where the Wayfarer came down. Scrap, ice pockets and your first night.

Where the Wayfarer came down. Scrap, ice pockets and your first night.

Narrow gorges, wind-scoured caves and a radio call from somewhere below.

Sulfur steam and black glass. The transmitter's control unit is somewhere down here.

Frost Station's last three logs, and the coldest nights on the map.

Stepped cliffs, titanium seams and a sealed Ancient door that will not open yet.

Ash, heat and the Wayfarer's torn-off tail, guarded by something armored.

Grass, fruit trees and giant mushrooms on Mars. The reason nobody stays long is in the air.

A sealed city under a stone sky, with abyss bridges, lava falls and the Silent Sea.

Red Hope's own streets. Something locked the Colony Hall from the inside.
Your suit keeps a thin layer of Earth around you. Everything outside it is trying to get in.
The four things you will spend every sol fighting for.
Every breath outside the dome comes out of your tank. You start with five spare cartridges. Upgrade the tank, or learn where the oxygen springs are.
Dig ice and melt it. Grow vegetables in the greenhouse, hunt, cook. A full stomach and a full flask bring your health back fast.
Frozen nights and volcanic heat both drain you. Heaters, insulated suit linings and a cooling module keep your core where it belongs.
Dust storms close in without warning. Meteor showers light up the night and burn whatever they hit, you included.
Once the village grows, a swarm comes every eight to eleven sols. You get a warning at dawn. That night it hits in three waves and breaks what it reaches.
After dark the plains belong to the creatures. Fire a flare and they will not step into the light. Or skip ahead to morning.



Start with a shelter made of scrap. End with a glass-domed village: a ring road, a fountain at every junction, a greenhouse, an orchard and a waterfall fed from the Silent Sea.

Builds keep going while the app is closed. A shelter takes 30 seconds. The shipyard takes four hours.
Two engineers raise every wall while a drone hauls the crates. More crew means more builds at once.
Plots snap to the street and doors turn to face the road, so the village lays itself out around you.

Solar panels feed the grid, batteries carry it after sunset. Turrets draw power too, so plan before you upgrade.
Crossbow turrets become lasers. The fence holds the gates, and the gates mend themselves between raids.
Survivors you bring back move in, tell you about the colony they lost, and help the village grow.
Each waits behind a portal in its own region. Beat it, solve the seal chamber, and carry its core back to the shipyard. The next door only opens when the last core is in.
An iron giant born from fallen ships.

He is still standing in front of it, in a red suit with a commander's tag. He calls the horde, bursts the dead, and grabs you when you get close. The key card to the hall is on him.






Every suit is a separate model with its own colors and proportions. Upgrade at the armory with what the regions give you.
The standard suit you crashed in. Basic protection, nothing more.
None yet. You have a crowbar and a lot of determination.
Now in closed beta on TestFlight. Built for iPhone in landscape, with touch controls tuned for one thumb on the move and one on the fight.
Public invite link opens soon.