LANDING CRAFT DESCENT · 4.2 LIGHT YEARS FROM RELAY
GALACTICCOLONY
Eighty colonists slept through the void. Only five pods made it through the dust shelf.
You command the wreckage on Kepler-186f — a rust-and-teal world with thin air, hungry weather
and something moving in the dunes at night.
Hold the line for 30 sols, or push the settlement to total self-sufficiency. Everything else is negotiable. Colonists are not.
NO COLONIAL RECORD ON FILE
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OXYGEN IS A CLOCKEvery colonist breathes 1.2 O₂/sol. Greenhouses and recyclers are your lungs.
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POWER DROPS AT DUSKSolar dies at nightfall. Brownouts throttle everything — and life support has a countdown.
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MINERALS BUILD, RESEARCH ENDURESMines dig the walls; labs unlock tech that makes the colony cheap to keep alive.
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THE SKY IS HOSTILEMeteor showers, raids, flares and dust storms. Shield generators eat power to save modules.
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EMERGENCY ACTIONSVent stored power into oxygen or minerals into food when the graph goes the wrong way.
COLONY LOST
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FIELD MANUAL · REV 4.2
OPERATIONS
OBJECTIVE
Survive 30 sols, or hold Self-Sustain ≥ 88% for 22 seconds to earn Colonial Charter. You lose when colonists hit zero, or when the LIFE SUPPORT countdown (from zero oxygen or a deep power brownout) fills up.
THE LOOP
Oxygen comes from greenhouses and habitat scrubbers; colonists eat it constantly.
Power is stored energy. Solar only works in daylight — reactors and batteries carry the night.
Food grows in greenhouses (better in daylight). Zero food = starvation losses.
Minerals buy buildings. Research buys tech and upgrades.
Colonists are workers. Too few crew and every module runs below 100% efficiency.
CONTROLS
1…8 build module · SPACE pause · 1/2/3 speed with SHIFT+number · V vent power→O₂ · F flush minerals→food · R repair all · M mute · click any module on the surface to inspect it.
TACTICS
Shield generators need charge — they eat power constantly but intercept rocks and raid lasers.
Damaged modules produce less. Keep REPAIR ALL cheap by fixing early.
Overcrowding (colonists above habitat capacity) tanks health fast.
Med Bays cut disease duration and heal the colony between disasters.