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

You slept through the end of the world. Now get the ship 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

Trailer

Highlights

01 · Game mechanics

PowerCorp a Space Sim Survigal game.

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

Manage Power and Systems

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.

Navigate through a real scale Solar System

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. 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.

Explore and scavenge for resources

Explore and fly to find abandoned stations, derelicts and scavenge for resources. Collect anything to keep you alive, as find what have happened.

Newtonian based flight with realistic docking procedures

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 · Features

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. Crew is just you, the pilot, and your ship AI. You can go into hypersleep, while your ship auto-pilot handles some aspects, others you need to be awake. Real physiological simulation like life support, atmosphere and G's effects as aging.

PWR

Realistic power grid system

A full realistic reactor system management, with electical buses, APU, solar panels, etc. Load shedding runs on priority, so the engine goes dark before life support does.

NAV

Kepler physics

You need to explore and fly to known locations in order to obtain navigation data, otherwise you fly blind directly to the void. Use your ship computers to plot orbit transfers and navigate through the solar system. Lose avionics and you lose the prediction, never the ability to burn blindly.

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

This game does not focus on planets surface exploration. However, if you get too close of any planet or moon, realistic damage may bring your ship down. Come in fast and the airflow strips modules off the leading face. There is an altitude past which you cannot pull up. Your ship was not designed to atmosphere re-entry.

ARCHIVE

Game events are based on a proc gen system

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

32 planets and moons, real distances

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. Something is lurking.

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

One person. Six years. Several trials.

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.

"I am a normal person, non-professional game developer with a deep love for science fiction, space ships, and the cold, unforgiving vastness of space."

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Your action matters in giving this game a chance. Wishlist now, and share it with your friends. It is really an odyssey for a solo developer to bring a project like this to life.