Working title. A persistent-world salvage game where the thing that beats you is what you're carrying going bad.
Does spoilage pressure ever make you want to push for one more stop when you know you should go home?
Everything on this site exists to answer that. Nothing is worth building until it has an answer.
| Stage | State | Next |
|---|---|---|
| Concept | settled | — |
| Pitch | written, unposted | post it, collect holes |
| Numbers | checked against all 1,956 routes | — |
| Prototype | not started | Saturday morning |
| Verdict | unknown | after ten played runs |
Update this table and nothing else. If a row stays unchanged for two weeks, that's the finding.
Anything not required to answer the question at the top of this page goes in the decision log as a later item. It does not get built.