Build a crew. Brave three guarded regions. Find a ridiculous combination of upgrades—and get your ship home.
Harvest twice the fibre and spores. Your suit regenerates twice as fast.
WASD / arrows move. Aim at resources or enemies and hold left mouse, or F. Release when the heat bar fills. Right-click walks to a point and gathers resources automatically. On touch, switch between aim and walk below.
Hold E beside resources. Press E at supply pods or relay platforms. Relays summon three guardian waves; defeat them, then press E again to recover the core.
Pulse damages, pushes and interrupts enemies within 4.5m. It recharges in 3.2 seconds. Keep aiming and moving between pulses.
Miners collect while you fight. Sun catchers add 3 powered slots. Turrets stop individuals, mortars burst groups, snares slow crowds and gardens repair allies. Hover a machine for health and production. Choose a card or 1–6, then click to place.
Patch the hull to open three regions. Win each relay encounter for an engine core, repair the engine, then defend an 80-second launch. Each night brings more pressure—and a new upgrade choice. Events can help or complicate your plans.
Amber Quarry · Rockfall sentriesBrutes and nibblers. Amber circles mark falling rocks—move before impact.Core + 30 scrap
Violet Grove · Pollen ambushRunners attack from two flanks. Violet pollen clouds hurt while you stand in them.Core + 8 fibre + 8 spores
Mosswater Reach · Rising tidesSpitters cover the pools. Blue tide zones slow your movement; dodge onto dry ground.Core + 15 ship integrity
Stand beside a machine and press U, or use Upgrade nearby. Spend scrap on one of two permanent specialisations. Pack it up and build a new machine if you want a different branch.
Seed MOSS-7. P / Escape pauses. Switching away pauses and saves. Your expedition autosaves every few seconds in this browser; reload restores it paused. Clearing browser data removes it. Replay this seed starts over. Miners use finite veins; trees and mushrooms regrow after two dawns.