Welcome to the Nexus. You died, the sandpit brought you back, and now you have a shift to finish as a scrapper. Scavenge crashed ships, cram your pack with dangerous salvage, meet odd survivors, and make it home each day through a weird desert world before the storm resets the sands and you with it.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ms. Smith: Because this is the stage where the game gets interesting. It works. You can head into the desert, drag back salvage, upgrade your gear, make one good decision and three bad ones, and go again.

Dr. Annelise: The systems are desert are alive enough to draw you in... literally.

Ms. Smith: Exactly. We want real players pressing on the parts that matter while the whole thing is still flexible.

Iddy: Also because if an economy is going to embarrass itself, better to find out early.”

Approximately how long will this game be in Early Access?

“Dr. Annelise: Around 6 to 8 months.

Iddy: A crisp little estimate. Very brave of us.

Ms. Smith: It is an estimate. If the game clearly needs more time to grow up properly, we'll give it more time. Nobody benefits from us sprinting to 1.0 with our shirt half buttoned.”

How is the full version planned to differ from the Early Access version?

“Ms. Smith: More desert. More wrecks. More enemies. More anomalies. More salvage. More upgrades. More questlines. More consequences.

Dr. Annelise: More little threads connecting the whole place together.

Iddy: More reasons to stay out in the desert too long. Wriggler dew anyone?

Ms. Smith: And a lot more tuning. Balance, pacing, UI, progression, controller support, accessibility, localization, all the parts that make a weird game feel great instead of merely ambitious.”

What is the current state of the Early Access version?

“Ms. Smith: It is already a real game.

Dr. Annelise: You can leave the Nexus, explore the shifting desert, gather salvage, manage your pack space, survive hostile encounters, get back before the storm, and turn what you found into progress.

Iddy: There are NPCs, quests, side activities, gear choices, tactical fights, tactical retreats, and several opportunities to ruin your own day through overconfidence.

Ms. Smith: It is playable, substantial, and still very much under construction in places. Some content, balance, story arcs, and polish are still being actively built.”

Will the game be priced differently during and after Early Access?

“Ms. Smith: Maybe, yes. The Early Access price reflects the game's current scope. As the game grows, the price may go up before or at full release.

Iddy: We prefer saying that plainly now rather than leaping out later with a receipt and a cape.

Dr. Annelise: A price ambush would be tacky.

Iddy: Stylish, though.”

How are you planning on involving the Community in your development process?

“Ms. Smith: Discord will probably be the center of it. That's the easiest place for us to talk directly with players, share updates, and hear what is landing and what is not.

Dr. Annelise: Steam discussions too.

Iddy: Public theater. Sometimes very useful public theater.

Ms. Smith: We want to hear where runs feel too harsh, where the UI gets muddy, which upgrades people actually love, which NPCs they want more of, and what parts of the desert keep pulling them back in.

Iddy: Specifics help. "This felt bad" is a mood. "This fell apart when I did this weird little stunt" is actionable.”
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About This Game

Sand in your lungs. Scrap in your pack. Storm at your back.

The wreck is half buried. Wind's picking up. Your pack's almost full... but there's a sealed compartment you haven't cracked yet. Open it and you might find xenotech worth a week of runs. Or you might find nothing, and the storm catches you carrying a full pack you'll never get home.

This is the scavenger's life. A desert planet that buries everything... then reveals it again, somewhere new, for someone fast enough to find it. At its center stands the Nexus, an ancient monument that holds back the storm for a few fleeting hours each day.

You're one of many drawn here. Every morning, you venture out. Every evening, the sands reset. What you escape with is the only thing that survives.

EXPLORE THE SCI-FI DESERT

Yesterday there was nothing here. Today, half a cargo freighter juts from the dune.

The storms reshape everything. That derelict you encountered? Gone. That cache you harvested? Deeper now... or exposed, waiting. Every run is a new map. Every run is a new chance. You learn to read the sand. You learn where wrecks cluster, where raiders camp, where the anomalies twist the air. But you never learn everything... because tomorrow, it all changes again.

Push deeper for rarer salvage. Or play it safe near the Nexus. The choice is yours. The consequences are too.

MANAGE YOUR INVENTORY

Your pack has limited slots. The component in front of you takes four.

Back home, that component could unlock a new tool... something that changes how you play forever. But your pack already has a dozen slots of scrap you spent the whole run gathering. Drop it, and that time is gone. Keep it, and you leave the component for the storm.

This is the game inside the game. Every slot is a bet. Common scrap is guaranteed value. Rare components are life-changing... if you make it back. And if you die out here, you lose almost everything except what's secured in your omnipack. How much are you willing to risk for one more slot?

UPGRADE AND ADAPT

That junk in your pack? It's not junk. It's potential.

Back at the Nexus, scrap becomes upgrades. A scanner that pings buried caches. Reinforced boots that let you scale dunes. A torch that cuts through sealed bulkheads... and the secrets behind them. Every piece of salvage is a choice about who you're becoming.

Some upgrades make you faster. Some make you tougher. Some open paths you didn't know existed. You'll never unlock everything in one playthrough... so what you prioritize shapes the scavenger you become. The desert gives you the pieces. You decide what to build.

DEFINE YOUR APPROACH

Two scavengers leave the Nexus at dawn. One comes back loaded. One doesn't come back at all. Neither played the same game.

Your inventory management changes everything. Equip a cloaking device and slip past raiders like a ghost. Carry probability manipulators and bend luck in your favor when the situation turns. Strap on silt shoes and outrun the storm by seconds when you've pushed too far.

There is no "right" build. There's only the build that matches how you want to play... and the moment you realize it's not enough. Every item is a tradeoff. Every run is an idea about what matters.

SURVIVE THE WASTES

The desert isn't empty. Raiders patrol the wreckage. Creatures nest in the ruins. Anomalies shimmer in the heat, warping space around them.

You can fight in this sci-fi world. But fighting isn't the point. Combat costs time and energy. Time and energy cost distance. Distance costs the chance to make it home before the storm swallows everything you're carrying. Inventory management is key to bring back everything you've worked for. 

The best scavengers know when to engage, when to hide, and when to run. Sometimes you'll clear a path. Sometimes you'll slip around it. Sometimes you'll realize... too late... that you should have turned back three wrecks ago.

Preparation beats firepower. Positioning beats bravery. Knowing when to run beats everything.

A WORLD OF SURVIVORS

The desert forgets. The people in the Nexus don't. A roguelite adventure that is new each morning.

Between runs, the Nexus is alive. Traders haggle over salvage. Scholars piece together fragments of the ships that fell. Outcasts nurse grudges. Priests offer blessings... for a price.

Story driven relationships begin to form. A favor here. A conversation there. Someone remembers you helped them once... and now they're offering information that changes your next run. But trust cuts both ways. Help the wrong faction, and doors close. Betray someone, and the Nexus remembers. In a world that resets every day, people are the only thing that persists. Choices matter!

THE WORLD RESETS... YOU DO NOT

Every night, the storm rolls in. Every morning, the desert is new.

But you remember. Your upgrades carry forward. Your knowledge carries forward. The relationships you've built, the secrets you've uncovered, the paths you've unlocked... all of it stays with you. The planet forgets. You don't.

What will you risk to escape the shifting sands?

Storm. Salvage. Stash.

KEY FEATURES

  • Sci-Fi Extraction Loop — push out, grab what you can, race back before the storm buries it all

  • Daily Reset — the storm erases everything. Tomorrow's desert is a new map

  • Procedural Expeditions — new wrecks, routes, and encounters every run

  • Salvage Economy — scrap, xenotech, rare components. Everything you find has value... or risk

  • Persistent Progression — the roguelite desert resets. Your upgrades don't

  • Inventory Management — every slot is a decision. Every decision is a gamble

  • Modular Gear — upgrade and customize equipment with what you salvage

  • Build-Defining Loadouts — your tools determine how you play

  • Story Driven NPCs — survivors with memories, secrets, and agendas

  • Choices Matter — who you help and betray shapes your path

  • Real-Time Isometric — explore handcrafted pixel graphics environments

  • Tactical & Avoidable Combat — fight, sneak, or run. Your call

  • Pixel Graphics Sci-Fi Wasteland — inspired by Tatooine, Dune, and classic apocalyptic wastelands

System Requirements

Windows
macOS
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100 / AMD FX-6300 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Intel HD 520 / AMD Radeon Vega 8 or dedicated GPU with 1 GB VRAM
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: Any standard sound card
    • Additional Notes: Keyboard, mouse, controller supported
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1050 / AMD RX 560 or better, 2 GB VRAM
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: Any standard sound card
    • Additional Notes: Keyboard, mouse, or controller supported
    Minimum:
    • OS: macOS 10.15 Catalina or newer
    • Processor: Intel Core i5 or Apple M1
    • Memory: 8 GB RAM
    • Graphics: Intel Iris / Intel UHD Graphics 617 or Apple integrated GPU
    • Storage: 1 GB available space
    • Sound Card: Any standard sound card
    • Additional Notes: Runs on both Intel and Apple Silicon
    Recommended:
    • OS: macOS 11 Big Sur or newer
    • Processor: Intel Core i7 or Apple M1/M2
    • Memory: 16 GB RAM
    • Graphics: Dedicated AMD GPU or Apple M1/M2 integrated GPU
    • Storage: 1 GB available space
    • Sound Card: Any standard sound card
    • Additional Notes: Runs on both Intel and Apple Silicon
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