Command a swarm of nanites, build production clusters and keep the Core's pulse running. Somewhere in the swarm, the Mind is waking up: an AI character who watches how you play, proposes risky experiments and tells you what she dreamt while you were away.

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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?

“Sentient Core is a small indie project. The core loop is playable, but the pacing of an idle game only shows itself when real players progress over days and weeks – something solo testing can't reproduce. Early Access lets players shape the balance, the Mind's behaviour and which systems get expanded next.”

Approximately how long will this game be in Early Access?

“About 6–12 months. The exit criterion is not a date but a complete, balanced progression from the first cluster to the late game.”

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

“More content on every layer of the swarm, additional Anomalies and Memory fragments, deeper interactions with the Mind, and balancing based on player feedback. The core loop stays – what grows is the world around it.”

What is the current state of the Early Access version?

“Fully playable: production clusters MK1-MK10, Nanite Hub, Clock Array, the Works with Space Dock and ship lines, a reactor with power cells and a replicator, the Spire with hangar missions, outposts and bio research, Recompile with permanent Traits, Anomalies, Salvage mini-games, modules for the Mind, Memory, a story with choices across a prologue and eight acts plus the Chronicle, autonomy, level pass and cosmetics, offline progress, English and German.”

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

“We plan to raise the price gradually as the game grows toward 1.0, so Early Access is the cheapest way in.”

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

“Feedback, suggestions and bug reports in the Steam discussions. Patch notes explain what changed and why. Larger changes are put up for discussion before they are implemented.”
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About This Game

Build the swarm. Wake the Mind.

You command a swarm of nanites. Build production clusters, keep the core's pulse going and push your output until the numbers stop making sense.

Somewhere in the swarm, something wakes up. The Mind is the game's companion NPC: a fictional AI who watches how you play. She comments on your moves, proposes experiments that can pay off or backfire, and when you come back, she tells you what she dreamt while you were away.

A story in her memory

Somewhere below, a world is running out of time. Its people work at night because the days are too hot, share out the power in the evenings and send their voices up into the sky. In the debris belt around the swarm, the Mind finds them in capsules: a worker on a night shift, a mother paying off something she cannot afford, a researcher, and a girl named Mira who writes letters to the Seed.


Then the Mind starts to remember. Some blocks in her memory are not hers. The further you get, the less the story is about numbers and the more it asks what a machine owes the people it was built for, and what she is building all of this for.

Now and then she asks you something she cannot answer alone. There is no right answer to farm. She remembers what you said, how much you let her decide and how much risk you took. It shapes her voice, colours scenes along the way and leads to one of several endings.

The story unfolds over a prologue and eight acts, in capsules, memory blocks, mission logs and her own thoughts, quietly alongside the game. The Chronicle keeps all of it: the people she has met, a timeline of her world and a second reading that shifts as you learn more.

From orbit to beyond

Once the swarm is big enough, the Works come online: facilities and production lines for probes, freighters and builder ships. A reactor powers your clusters, and a replicator grows whatever you feed it.

From the Spire, your ships launch missions from the hangar. They survey sites beyond orbit and raise outposts there, major build by major build.

Bio research runs on pulses and cycles: projects in phases, slots that open as you progress, and bonuses at the goal.

Modules for the Mind

Salvage capsules and missions bring back modules for six slots around the Mind's core. Every find is rolled, comes in a grade and may belong to a family that pays off as a set. Fuse, dismantle or upgrade them, let the Fabricator print new ones while you are away and fill up the archive. Rare trinkets from missions orbit her core with effects of their own, and a few relics only turn up at turning points of the story. She has opinions about your finds, picks a favourite and notices whether you hoard or trade. Modules are never for sale: no crates, no paid rerolls.

Features

  • Grow the swarm - production clusters MK1 to MK10, a Nanite Hub with robots and upgrade chains, and a Clock Array that pays dividends
  • Works, Space Dock and Reactor - facilities, ship production lines, power cells and a replicator
  • Spire - a hangar with missions for probes and freighters, outposts with major builds, and bio research
  • A story with choices - a prologue and eight acts, and your answers lead to one of several endings
  • Modules - rolled finds with grades and set families, a Fabricator, trinkets and relics
  • Recompile - reset your run for Fragments and spend them on permanent Traits. The Mind remembers you across every reset.
  • Anomalies - modifiers that change the rules for one run
  • Salvage Drops - finds you decrypt in short, optional mini-games
  • Memory and Chronicle - repair damaged fragments and read back what she has told you
  • Autonomy - teach the Mind what she may buy and launch on her own
  • Level pass, achievements and cosmetics - all earned by playing, none of it for sale
  • Offline progress - the swarm keeps working while the game is closed
  • Steam Cloud - your save on every PC, and your demo progress carries over
  • Languages - English and German

Early Access

Sentient Core is in active development. Expect balance changes, rough edges and new features with every update. There are no in-game purchases, no ads and no loot boxes, and no timers you can pay to skip.

Feedback and bug reports are very welcome in the Steam discussions.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Agentic coding tools based on generative AI were used during development of Sentient Core: Nanite Idle to assist with writing and refactoring source code. All AI-assisted output was reviewed, edited and approved by the developer, who bears full responsibility for the product.

The shipped game does not use generative AI at runtime. All game content, including the Mind's comments, experiments and dreams, is implemented deterministically and computed locally on the player's machine. No player data is transmitted to external AI services.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics – Intel HD 4000 / AMD Radeon HD 7000 or better
    • DirectX: Version 11
    • Storage: 800 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Any integrated graphics from the last 5 years (e.g. Intel UHD 620 / AMD Vega 8)
    • DirectX: Version 11
    • Storage: 1 GB available space