Aurora Core

Aurora Core

About the Game

"Cryo chambers at 94%. Fuel lasts 12 days. The destination is 26 days away. Input required..."

The Aurora Core is no warship and no research vessel — she is a wager. That 100 waking people can carry 1,000 sleeping colonists across 1,500 light years of emptiness, to an ocean world called Thalassa. You don't fly — you decide.

Features aboard:

  • Crew, not buttons: Assign your crew across Life Support, Engine Room, Salvage and Reactor. Every person in the engine room is missing from the air supply. Rooms can be overloaded for double yield — at the risk of burning out.

  • The cryo question: The sleepers are cargo and mission at once. Their cooling devours energy; when power runs short, they die. Emergency cooling saves power — and claims about one percent of the sleepers per day. Who arrives is your decision.

  • Over 100 events with an aftermath: From a crippled Precursor drone to mutiny in the fourth sector. Whoever recovers survivors or loots a wreck sees the consequences days later. Sixteen named officers unlock their own special options — as long as they live.

  • A story that doesn't explain: The Prometheus launched a generation before you — and fell silent. Something is counting on a frequency no human transmitted. And somewhere on deck 3, one person too many is breathing.

Three roads into the dark:

  • Single Mission: One journey, 1,500 light years, one destination. The classic run.

  • The Long Voyage: A campaign across three legs — ship, crew and supplies carry over, the danger rises.

  • Exodus: The nightmare scenario. Thalassa is dead, the Precursor catalog lists further candidate worlds — each deeper into never-charted space. How far can you carry hope?

Replayability:

  • 4 ship classes with real strengths and weaknesses — from the balanced Aurora to the leak-resistant Vesta.

  • 4 commanders with a passive bonus and an active ability.

  • 22 relics and 24 anomalies that rewrite the rules each voyage.

  • Research archive: Earned data cores unlock permanent directives for all future missions.

  • 10 ascension levels that make every journey a little more merciless.

At the end there is a number: how many souls reach the new world. And an epilogue that tells, twenty years later, what became of them.

Initial Release