You start with a coal mine, an iron mine, a well, and a farm. You end with rockets flying, colonies on the Moon and Mars, and cargo flowing between every world you've built. An idle incremental game about building humanity's space program from the ground up.

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Planned Release Date: 2026

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About This Game

Day one: a coal mine, an iron mine, a well, a farm. That's it. Earth is modern but empty of space infrastructure, and the only way forward is to build it yourself.

Mine coal to make power. Smelt iron into steel. Refine oil into rocket fuel. Process air into oxygen and nitrogen. Grow the supply chain until you've got electronics, composites, and a rocket assembly plant. Then you launch.

Low orbit is a station, not a home — a staging point you use to reach the Moon. The Moon has polar ice and regolith and no atmosphere. Mars has thin air full of CO2 and enough water locked in the ground to run a Sabatier reactor and brew your own methane. Each world is a new economy you have to rebuild for the environment you're in.

Transport ties it all together. Ships run fixed loops between worlds — Earth to orbit to the Moon, Earth to Mars, Moon to Mars — hauling whatever cargo you tell them to haul. You pick the stops. You pick the cargo. You scale the fleet. A single screen shows every line in your network at a glance, green where it's flowing and red where it's stalled.

No lose state. Close the game for a week and your colonies are still there, making things, waiting.

Key Features

The gameplay is logistics, production, and network-building — not piloting or physics. The systems below are what ships today.

  • A production chain built on real recipes: Rockets burn RP-1 kerosene refined from crude oil. Mars methane comes out of a Sabatier reactor fed by local CO2 and hydrogen split from water ice. Steel is iron ore cooked in a smelter. Nothing is magic. Everything is a recipe.

  • Four worlds, four economies: Earth, low orbit, the Moon, and Mars. Each has its own buildings, its own resources, and its own production problems to solve. You don't pilot ships or manage orbits — you build the supply chain that keeps each world fed.

  • Transport is the game: Ships run fixed loops between worlds. Pick the stops, pick the cargo, scale the fleet. Watch the whole network on a single screen and catch the one line that just stalled.

  • A tech tree you can follow: Power Systems. Atmospheric Processing. Fuel Chemistry. Rocket Engineering. Orbital Operations. Lunar Exploration. Mars Transit. Every tech unlocks a building you can actually build.

  • Population that you have to keep alive: Colonies need habitats, food, water, and oxygen. People are your workforce, and losing the supply chain that supports them doesn't kill them — it just stops everything from working. Managing that tension is half the game.

  • Offline progress that respects your time: Close the tab. Close it for a week. The game keeps ticking. Come back to stockpiles and a running economy.

  • Ranks to chase: Tiered achievements on every resource and building, feeding a 20-rank ladder from Ground Crew to Stellar Vanguard.

  • Built for long play: Auto-save every 30 seconds. Export and import your save. An example save for exploring a mid-game state. Four theme presets plus full color customization. A curated soundtrack. A desktop client with a clean borderless window and updates that land without asking.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Integrated GPU with WebGL 2.0 (Intel UHD 620 / HD 5500-class)
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Quad-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU, or modern integrated (Intel Iris Xe / AMD Vega)
    • DirectX: Version 11
    • Storage: 1 GB available space
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