Build and optimize the factory systems keeping people alive aboard a generation ship. Form relationships with a crew that remembers everything, and uncover the truth about your past. A factory-building life sim set 300 years into a 750-year voyage.

想要将此项目添加至您的愿望单、关注它或标记为已忽略,请先登录

不支持简体中文

本产品尚未对您目前所在的地区语言提供支持。在购买请先行确认目前所支持的语言。

此游戏尚未在 Steam 上推出

计划发行日期: 2026 年 10 月 27 日

离此游戏计划的解锁时间还有大约:7 个月

感兴趣吗?
将此游戏添加至您的愿望单,以便在游戏推出时收到通知。
 

关于此游戏

BACKGROUND (REAL LIFE)

Please note that this game is being built as a "father daughter" project. My kid wants to be an AI Scientist and I thought this would be a good experiment to teach her about what GenAI can do today, how it may help humanity in the future, and how different computer mechanics today work together (software, audio, video, imagery, etc).

You will see a lot of similarities to Stardew Valley, Factorio, Starbound, Dwarf Fortress (her and my favorite games), but there is no chance this game would be anywhere near the quality/level of those games. I have a background in software engineering, but we don't have a team of top-notch veterans with years of experience in game development. We want to make a mini-playable game, but really this is about the making of the game itself.

The story, however, is pretty cool :)

THE GAME

You are Luma Hartwell, 25 years old, born aboard a ship you never chose. Three centuries ago, people you'll never meet decided what your life should look like -- the training you'd complete, the roles you'd fill, the challenges you'd face. None of it is natural. All of it is by design.

Your mother just passed away. The ship's recyclers are already processing her into nutrients for the gardens. In 750 years of voyage, sentiment cannot outweigh survival. Now it's just you, a ship full of people who knew her better than you did, and questions about your father that no one wants to answer.

So what do you do with a life someone else architected?

Build. Factory mechanics -- belts, inserters, circuits, materials -- but the factory is life support. Food production, atmosphere control, power systems. Inefficiency has human consequences.

Live. Enjoy your time aboard the ship or step into the Collective -- a virtual space where you can perform experimental research and building happens.

Connect. The people, and AI personalities, on your ship remember what you do and change over time. This isn't a quest log -- it's a community small enough that every person matters.

Discover. Learning what happened to your father takes you on a path of self-introspection.

A destination centuries away. A life designed by people long gone. What you make of it is up to you.

GAMEPLAY

The current idea is to have three core interwoven pillars: a fairly complex storyline that is not fully based on reality but fairly plausible, a factory simulation where players can harvest resources, manufacture goods, build production chains, and alter their ship and surrounding world, and finally, social interaction with other characters in the game which includes simulated humans and simulated AI "bots" (think Tesla's Optimus, but with personality).

Beyond the core factory loop of harvesting, crafting, and automating with belts, inserters, and circuits, players will manage maglev transport networks, ai bot guiding, power generation, fluid piping, farming, and logistics storage across multiple surfaces of the ship. The social side goes deeper than simple dialogue -- crew members have persistent memory, relationships, and reputation that evolve over time based on player decisions. Tying it all together is a generational narrative spanning 750 years and 7 generations aboard a colony ship, where the consequences of early choices ripple forward in ways players won't fully anticipate.

A NOTE ABOUT AI

We want to be upfront about AI usage in this project -- it is heavy. We use AI extensively for code assistance, game asset generation, voice synthesis, and more. It touches nearly every part of the development pipeline.

Beyond development, the game will actually ship with a local LLM (OpenHermes as of now, but that may change) running on the player's machine. This powers in-game dialogue generation and behavioral simulation, giving NPCs the ability to respond dynamically rather than through pre-written scripts.

That said, there is one area where AI was deliberately kept out: the game lore. The core plotlines, backdrop, and character arcs are entirely human-created. We do use AI to help fill in some narrative gaps and flesh out details, but the story itself -- the world, the characters, the choices that matter -- came from us. The reason is that the lore is part of our experience together -- asking ourselves what it means to get along with machines in the future, and how human tribalism evolves in the face of coexisting with semi-biological species that may not have real consciousness but are collectively more intelligent than all of humanity. This is something we talk about constantly, and it's the central theme across the entire game.

AI 生成内容披露

开发者对其游戏如何使用 AI 生成内容的描述如下:

This game uses AI to generate dynamic dialogue and character interactions. All game systems, mechanics, and narrative structure are human-designed.

成人内容描述

开发者对内容描述如下:

The game explores themes of grief, loss, death, institutional control, and questioning personal autonomy. Some storylines touch on disappearance of family members and the emotional aftermath. No explicit sexual content, graphic violence, or depictions of substance abuse.

系统需求

    最低配置:
    • 操作系统: macOS 13.0 (Ventura)
    • 处理器: Apple M1
    • 内存: 16 GB RAM
    • 显卡: Metal-compatible GPU with 2 GB VRAM
    • 网络: 宽带互联网连接
    • 存储空间: 需要 16 GB 可用空间
    • 声卡: Built-in audio
    推荐配置:
    • 操作系统: macOS 14.0 (Sonoma)
    • 处理器: Apple M2 or Intel Core i7 (8th Generation)
    • 内存: 32 GB RAM
    • 显卡: Apple M2 Pro integrated GPU or better (Metal required)
    • 网络: 宽带互联网连接
    • 存储空间: 需要 32 GB 可用空间
    • 声卡: Built-in audio
* 2024 年 2 月 15 日(PT)起,Steam 客户端将不再支持 32 位游戏及 macOS 10.14 或更低版本。
此产品无任何评测

您可以为此产品撰写您自己的评测,与社区分享您的使用体验。在本页面购买按钮上方的区域撰写您的评测。