playable / v0.7.0
Corebound
Pilot Mantis-01 through a compact overlay HUD, keyboard and touch menu surfaces, surface dock services, richer material strata, embedded ore and hazard pockets, smooth drill breakthrough feedback, and progressively revealed contracts, Deep Charters, late routes, archives, relay utilities, upgrades, and research.
v0.7.0 HUD Breakthrough
HUD Breakthrough keeps the mine dominant with a compressed overlay, moves detail into the shared menu surface, preserves surface dock actions, enriches strata and embedded ore or hazard pockets, and lets drilled blocks break open with continuous breakthrough motion instead of a cell-center snap.
Open corebound
playable / v0.7.0
Dark Factory Dispatch
Run a compact machine-intelligence factory from a repaired factory-floor surface with a guided Training Shift, visible Forge Line, Assembler Bay, and Clean Room lanes, click-first job assignment, contextual Start, Overdrive, Pause, and Recover actions, deterministic production, jam and recovery feedback, shift summaries, local lane, job, fault, and title art, procedural output and incident signals, and advanced Grid Siege, Signal Breach, Freight Lockdown, Rail Sabotage, Crisis Arbitration, and upgrade systems staged behind later-shift disclosure.
v0.7.0 Factory Floor Repair
Factory Floor Repair replaces the old default operations wall with a compact training-first dispatch surface: the first screen centers the factory floor, shows the current objective, core resources, incoming jobs, selected detail, contextual actions, and a short log, then preserves Crisis Arbitration, Rail Sabotage, Freight Lockdown, Signal Breach, Grid Siege, and upgrades behind progressive disclosure.
Open dark-factory-dispatch
playable / v0.7.0
Void Prospector
Pilot the Prospector Kite through a readable first-contract 3D mining loop with labeled Cinder Node and Frontier Spoke markers, a center reticle, compact objective and resource HUD, keyboard-driven X/Y/Z flight, visible thrust, mining beam, ore sparks, depleted-node feedback, docking corridor, station sale, refuel, repair, and Refined Beam preview, post-tutorial Knife Wake pirate warnings, and the later Survey Ladder, salvage, convoy, storm, interdiction, and Signal Gate systems preserved behind progressive disclosure.
v0.7.0 Flight Readability Repair
Flight Readability Repair rebuilds the first Void Prospector session around the scene: Cinder Node and Frontier Spoke are labeled in-world, the compact cockpit shows only objective, resources, reticle, radar, prompts, and target card, mining uses a beam, ore glow, sparks, cargo feedback, and depleted-state cues, docking exposes a corridor plus sale/refuel/repair summary and Refined Beam preview, and Knife Wake pressure waits until the first contract is complete.
Open void-prospector
playable / v0.5.0
Iron Lantern Descent
Descend from the iron lift into a readable cave-first extraction loop with a lantern-lit descent board, Copper Iris onboarding, compact survival HUD, contextual lantern, mining, and lift banking actions, in-world labels, feedback meters, and hidden advanced ledgers preserving Deep Pumpworks, Cinder Vent Network, and Echo Relay Network history.
v0.5.0 Cave Readability Repair
Cave Readability Repair rebuilds Iron Lantern's first run around the scene: a lantern-lit descent board, compact oxygen, light, sample, and route HUD, Copper Iris guidance, contextual lantern, mining, and lift banking, in-world labels, feedback meters, and hidden advanced ledgers keep Deep Pumpworks, Cinder Vent Network, and Echo Relay Network intact without filling the default cave view.
Open iron-lantern-descent