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N.O.V.A.

Cooperative space survival

N.O.V.A.

Keep the ship alive.Keep the crew alive.Find a way home.

A small crew. A ship that was never meant to fly this far. Every system connected to every other — and all of them failing.

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Awaiting footage

01Premise

Nothing on this ship fails alone.

Power feeds life support. Life support feeds the crew. The crew keeps everything else running.

When one part breaks, the rest feel it. A hull breach changes the route. A dead reactor changes the plan.

The question is never if something will fail. It is what the crew does next.

02The loop

  1. 01

    Keep the ship alive

    Reactor, life support, engines, cooling. Every module consumes and produces. Damage propagates down the chain.

  2. 02

    Keep the crew alive

    Oxygen, pressure and heat move through the ship room by room. A sealed door can save the crew — or trap someone on the wrong side.

  3. 03

    Find a way home

    Every decision spends something: fuel, parts, air, time. Getting home means choosing what to lose along the way.

03Systems

Understand the chain. Not just the alarm.

The ship is assembled from modules that depend on each other. When one degrades, everything connected to it degrades too.

  • MOD-01

    Reactor

    Feeds every other system.

    Depends on: Cooling

  • MOD-02

    Life support

    Oxygen, pressure and temperature — per compartment.

    Depends on: Reactor

  • MOD-03

    Engines

    The only way home. Hungry for fuel and cooling.

    Depends on: Reactor · Cooling

  • MOD-04

    Cooling

    Keeps the reactor from becoming the problem.

    Depends on: Reactor

  • MOD-05

    Cargo

    Spare parts, fuel, time.

    Depends on: Nothing. Yet.

  • MOD-06

    Bridge

    Navigation, sensors, decisions.

    Depends on: Reactor · Life support

04Atmosphere

Every room breathes on its own.

  • 01Each compartment tracks its own pressure, oxygen, CO₂ and temperature.
  • 02Gas flows through doors, vents and breaches.
  • 03Fires consume oxygen locally. Heat spreads to adjacent systems.

05Failure

Failure changes the run. It does not end it.

A breach is not a timer. It is a situation. Vent a room, reroute air, sacrifice a module, buy time — and live with the ship that is left.

07Playtests

We need a crew.

Playtests run in waves. Sign up, get the invite, break the ship, tell us what happened.

Status
Active development
Players
1–4
Platforms
PC

08Community

Stay in contact.

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