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.
MET 09.12.2188 · 04:17:33 UTC · PROTOCOL SILENCE
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.
Trailer
01 · Game mechanics
No autopilot, no arcade physics. Awake to a crippled reactor. Learn and adapt quickly, or fail and get forgotten forever.
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.
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 fly to find abandoned stations, derelicts and scavenge for resources. Collect anything to keep you alive, as find what have happened.
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
03 · Features
Every readout is backed by something actually running. The numbers are not set dressing.
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.
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.
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.
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.
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.
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.
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.
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
Nothing answers when you hail them.
RECOVERED FROM A STATION MAINFRAME
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."
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.