DEADLIGHT
Somewhere out past the shipping lanes, the wrecks are still full of things worth dying for.
You command the salvage vessel Kestrel Ledger - but you never set foot inside a hulk yourself. You dock, you hire, you assign, and you watch. Everything that happens on the other side of that airlock happens to them, not you. That distance is the whole game.
Hire a crew, not a squad. Candidates cost different amounts - a cheap recruit with shaking hands and a veteran who costs three times as much for a reason. Budget is tight. Somebody's always the wrong pick in hindsight.
Direct them, don't puppet them. Tap to select, tap to assign. Hack a terminal, force a jammed door, rig a charge on the hull. Send them running when it counts - sprinting is loud and it costs nerve, but sometimes loud and fast beats quiet and dead.
The hazards talk to each other. Fire needs oxygen to burn. Venting a compartment kills the fire in it - and anyone standing too close to the breach without a hard seal. Gunfights are fought with real firearms in a pressurized hull, which means every stray round is a decision about whether you want a hole in that wall. Nothing in this game is a single, isolated threat. Everything you do to survive one problem is a bid to cause the next one.
Salvage that fights back. Scrap and coolant cells are safe money. Alien biomatter and relics pay better and raise your standing. Live samples pay best of all - if the containment case holds until you're home, and if whoever's carrying it doesn't panic first.
Come back with less than you left with. Lose a run badly enough and word gets around. New applicants get jumpier. Your reputation is not just a number going up.
No lasers. No shields regenerating. Just people, air, fire, and the dark.
Features
- Command-only combat. You're the ship's system, not a character on the ground - issue orders, manage panic, and live with the consequences of a plan that looked fine from orbit.
- Interlocking hazards, not a checklist of them. Atmosphere, fire, and firefights are one connected simulation, not three separate systems bolted together.
- Real crew economics. A wide, honest spread of hiring costs means every roster is a real trade-off, not a formality.
- Procedurally generated wrecks - freighters, orbital platforms, survey cutters, colony liners - each with their own layout, danger level, and salvage richness.
- A ship that remembers. Persistent credits, standing, and a loss record that quietly shapes who's willing to sign on with you next.
| Published | 19 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | The World Foundry |
| Genre | Action |
| Tags | Sci-fi |
| AI Disclosure | AI Assisted, Code |

Leave a comment
Log in with itch.io to leave a comment.