LIFE SUPPORT FAILING—
SECTOR 9 · DEEP COLONIAL BUREAU
GALACTIC
COLONY
CMDR. SHELL · CLASS M
01
SOL CYCLE
DAYLIGHT · 06:00
☀
CLEAR SKIESnominal solar gain
78HEALTH
SELF-SUSTAIN0%
charter locked
◈Colony ship touchdown confirmed. Welcome to Kepler-186f.
1-8 buildSPACE pauseV vent O₂ F flush foodR repairCLICK inspect a module
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
◍
OXYGEN IS A CLOCKEvery colonist breathes 1.2 O₂/sol. Greenhouses and recyclers are your lungs.
⚡
POWER DROPS AT DUSKSolar dies at nightfall. Brownouts throttle everything — and life support has a countdown.
⛃
MINERALS BUILD, RESEARCH ENDURESMines dig the walls; labs unlock tech that makes the colony cheap to keep alive.
☄
THE SKY IS HOSTILEMeteor showers, raids, flares and dust storms. Shield generators eat power to save modules.
✚
EMERGENCY ACTIONSVent stored power into oxygen or minerals into food when the graph goes the wrong way.
COLONY LOST

—

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.