Aurora Core hakkında
"Cryo chambers at 94%. Fuel lasts 12 days. The destination is 26 days away. Input required..."
The Aurora Core is no warship and no research vessel — she is a wager. That 100 waking people can carry 1,000 sleeping colonists across 1,500 light years of emptiness, to an ocean world called Thalassa. You don't fly — you decide.
Features aboard:
- Crew, not buttons: Assign your crew across Life Support, Engine Room, Salvage and Reactor. Every person in the engine room is missing from the air supply. Rooms can be overloaded for double yield — at the risk of burning out.
- The cryo question: The sleepers are cargo and mission at once. Their cooling devours energy; when power runs short, they die. Emergency cooling saves power — and claims about one percent of the sleepers per day. Who arrives is your decision.
- Over 100 events with an aftermath: From a crippled Precursor drone to mutiny in the fourth sector. Whoever recovers survivors or loots a wreck sees the consequences days later. Sixteen named officers unlock their own special options — as long as they live.
- A story that doesn't explain: The Prometheus launched a generation before you — and fell silent. Something is counting on a frequency no human transmitted. And somewhere on deck 3, one person too many is breathing.
Three roads into the dark:
- Single Mission: One journey, 1,500 light years, one destination. The classic run.
- The Long Voyage: A campaign across three legs — ship, crew and supplies carry over, the danger rises.
- Exodus: The nightmare scenario. Thalassa is dead, the Precursor catalog lists further candidate worlds — each deeper into never-charted space. How far can you carry hope?
Replayability:
- 4 ship classes with real strengths and weaknesses — from the balanced Aurora to the leak-resistant Vesta.
- 4 commanders with a passive bonus and an active ability.
- 22 relics and 24 anomalies that rewrite the rules each voyage.
- Research archive: Earned data cores unlock permanent directives for all future missions.
- 10 ascension levels that make every journey a little more merciless.
At the end there is a number: how many souls reach the new world. And an epilogue that tells, twenty years later, what became of them.