DESIGN PREVIEW Game in development · Nothing released here

ANOTHER WRECK. YOUR PROBLEM.

Same ship.
Different day.

You are the emergency intelligence of a crashed spacecraft. With limited power, incomplete information and whatever hardware survived the landing, build and program machines to explore, salvage and repair. Turn a wreck into a working recovery operation, then decide how much more you dare bring back before you leave.

In development · Crash Bot is a working title

Concept art: Ship-computer reconstruction of terrain with cyan routes and amber hazard areas
CONCEPT ART Visual direction, not a gameplay capture.

YOU ARE THE RECOVERY INTELLIGENCE

Your ship cannot go looking for answers.
You will have to build the things that can.

A game of visual programming, robot engineering and risky recoveries, where your best tool is a plan that survives contact with the world.

THE COMIC · RELEASE PENDING

Before the next emergency,
a first awakening.

The story of the recovery intelligence, told from its own point of view. The first installment has not been released.

About the comic

THE RECOVERY LOOP

A wreck becomes
a working operation.

Build a behaviour. Deploy it. Observe the result. Improve it. This is the experience we are working toward.

  1. 01

    Assess the emergency

    Find out what is working, what you have available and what is preventing launch. Your starting knowledge is limited.

  2. 02

    Build and program

    Choose suitable equipment and adapt working behaviours, or develop your own visual logic.

  3. 03

    Explore and recover

    Send machines to gather observations and locate useful resources. The information they can obtain shapes the next decision.

  4. 04

    Observe and improve

    Organise collection, extraction, transport and power management. Observe bottlenecks, failures and opportunities to improve the operation.

  5. 05

    Repair. Then decide.

    Spend resources on the repairs the ship actually needs. Getting ready to leave creates a choice; it does not automatically end the run.

Concept art: C1 recovery chassis with its optional camera stalk
CONCEPT ART Approved C1 model appearance, shown with an optional camera attachment. Model preview, not gameplay.

A PLAN MADE PHYSICAL

The program has an idea.
The machine has to do the work.

Power, mass, grip and clearance matter. The program chooses what to attempt; the machine has to do the work. A better solution might be a stronger assembly, a different route, a lighter load or a smarter instruction. Understanding the problem is part of building the answer.

Visual programming is central to the game. Editable routines and reusable behaviours are the intended route in; the complete beginner workflow is still in development.

Inside the engineering

THE SHIP IS READY

You can leave.
Or risk one more trip.

Restoring launch capability lets you escape. Staying gives you another chance at valuable recovery, while conditions keep changing around you. Consider what is still deployed, what can realistically return and how much you are willing to risk for one more trip.

What is worth staying for?