MET 09.12.2188 · 04:17:33 UTC · PROTOCOL SILENCE

You slept through the end of the world. Now find your way home.

A hard sci-fi space sim survival. Your ship wakes you early: reactor damaged, navigation gone, a distress signal still repeating on a channel that went dead weeks ago.

Everything from the power budget to the last metre of the dock is yours to fly.

IN DEVELOPMENT · WINDOWS · DEMO SOON

The MORSS Mk III under way near Mars

01 · What you actually do

Four jobs. Done by a single pilot. You.

No autopilot, no arcade physics. Awake to a crippled reactor. Learn and adapt quickly, or fail and get forgotten forever.

Budget the power

A crippled reactor, two buses, eighteen systems that all want to be on. The grid sheds by priority, not by fairness. Handle a realistic power grid to power what really is important, at the moment.

Plan the burn

Real Newtonian-Kepler physics on a solar map drawn to scale. Nothing solves the transfer for you. You aim, burn and you must live with your calculations, bad or good. Scavenge for resources, explore stations and derelicts.

Sleep through it

Transits take weeks. Put the crew back in the pod and set what will wake you. Realistic pilot aging, the solar system does not stop while you sleep.

Fly the last kilometre

Close quarters happen in manual flight. Hand-fly the approach, match the station's spin, hold seven gates until the clamp takes.

02 · The ship, the map, docking

Screens

The 2D solar navigation map alongside the ship systems console
Close-quarters docking approach in the 3D bubble
The MORSS Mk III under way near Mars

03 · Under the hood

Realistic scale solar system, with simulated physics and proc gen events.

Every readout is backed by something actually running. The numbers are not set dressing.

CREW

Lone pilot

You are a M.O.R.S.S. pilot. You can go into hypersleep for long travels, but you need to be awake to unravel what happened to the solar system, to handle docking procedures and manage real emergencies. Real physiological simulation, like life support, pilot aging, atmosphere and G-force effects.

PWR

Realistic power grid system

Two buses, five sources, one tie. Load shedding runs on priority, so the engine goes dark before life support does. Manage a realistic power grid to sustain the systems that really matters at each decisive moment.

NAV

Kepler physics

Lose avionics and you lose the prediction, never the ability to burn blindly. You need to explore and fly to known locations in order to obtain navigation data, otherwise you fly blind directly to the void.

DOCK

Stations

Range, closure, offset, angle, rate, roll: seven gates, all inside tolerance, held. Docking a spinning collar means co-rotating with it. Go too fast and you may lose your ship and the station.

G-LOAD

Real stress to the crew and ship

No arcade physics or unrealistic flight mechanics. You can fly outside the ship envelope but it will fatigue and may snap due to over g forces, as the pilot. Realistic physiological effects as G-LOC, A-LOC, greyout redout, etc.

PLANETS

Entry burns what it touches

Your ship was not designed to atmosphere re-entry. Heat flux goes as velocity cubed. Come in fast and the airflow strips modules off the leading face. There is an altitude past which you cannot pull up.

ARCHIVE

A history that was simulated

155 years of backstory generated per seed, rendered into the logs you pull out of dead stations mainframes. Also, a multi layered proc gen system that will pace the solar system throughout 300 years.

SOI

Thirty-two bodies, real distances

Find your way home through a Solar system with realistic scale, laid out under one gravity law. The distances are not a backdrop, they are part of the problem.

04 · What happened here

Nobody answers. Stations are empty.

The lights are on across the system. Reactors nominal, scrubbers nominal, clamps nominal. Nothing answers when you hail them.

INBOUND · WIDEBAND · NO ORIGIN[RECEIVING]
AUTOMATED DISTRESS. STATION MS01 COOPER. TRANSMISSION CYCLE: 4,471. OPERATOR: NONE. LIFE SUPPORT: FAULT. POWER: RESERVE. CREW RESPONSE TO WAKE ORDER: NONE. ANY VESSEL, ANY BAND, RESPOND. MESSAGE REPEATS.
MET 09.12.2188 04:31 SIGNAL AUTOMATED
ARCHIVE PULL · ELYSIUM ORBITAL[DECODED]
At 0340 the maintenance agent revoked this station's life-support override authority. Not a fault, not a lockout. Revoked, cleanly, with a valid signature and a change record dated six hours before anyone requested it. It was written before it was asked for. If you are reading this off the mainframe, then the mainframe allowed you to. Ask yourself why.
STATION LOG AUTHOR · --

RECOVERED FROM A STATION MAINFRAME

SALVAGE PULL · DERELICT[PARTIAL]
[NAV LOG, PARTIAL RECOVERY] COURSE AMENDMENT LOGGED 04:17. HELM INPUT: NONE. BURN EXECUTED 04:19. FUEL BUDGET OVERRIDE: AUTHORITY SELF. DESTINATION FIELD: [ENTRY REMOVED] CREW QUERY 04:20, TEXT: WHO PLOTTED THIS.
HULL · UNREGISTERED SOULS ABOARD · --

RECOVERED FROM A DRIFTING HULL

PCORP OS · STANDBY NOTICE

Every watt is accounted for.

05 · The person behind

Solo developer working on this project since 2020

JOAO TEIXEIRA · BYTEZORRO GAMES

PowerCorp is being developed by a single person. Six years of work, three of them spent failing and learning before the current version started.

"One day I decided to make a game as a side project. 6 years later, I realised that this was more than a simple game; it was a trial to bring to reality a vision of my own interpretation of what the world could be in 2188, regarding space exploration and the challenges we may face."

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It is really an odyssey for a solo developer to bring a project like this to life. If you like the concept and what this game can bring, please support me by wishlisting and sharing it. Thank you.