PHOSPHOR
A convoy, a chase, and the long dark between jumps.
Command the line
A fleet you steer like a sentence, not a spreadsheet.
Pause the world to read the field, lay your orders, and set firing arcs — then let time run and watch it play out. Movement is committed; a heavy hull can't pirouette out of a bad call. Manage energy between the hard burn, your guns, and your shields. Every ship is named, and the dead stay dead.
01Pause to plan
Stop the clock, issue orders across the whole convoy, then unpause and live with them.
02Arcs & energy
Point your guns, spend a finite reactor on burn, fire and shields. There's never enough.
03Permadeath fleet
Hull carries node to node. Lose the Warden and she's gone for the rest of the run.
A route through the dark
Ten nodes of dark, a converging route, hubs between the segments to repair and refit. Every jump is a choice of which danger to take next — and the map is freshly drawn each time. No two convoys die the same way.
The thing that follows
It doesn't show on the instruments the way a ship does — it comes through in pieces, a violet smear the screens can't hold, here and then not. You cannot kill what isn't fully here. You cannot outrun it forever.
But each time it tears through to reach our world it leaves a fragment behind. Gather enough, carry them to the place at the end of the chart, and do the one thing no one running has ever managed: stop. Turn. Drag the thing all the way into the world — because a thing that is wholly here can, at last, be made to die.
Get there with your fleet intact.
Phosphor is in development. Wishlist it on Steam to know when it lands — or take the demo for a run right now.