The decision at the heart of it
Recall to gain resources and change a station, or keep a worker deployed briefly. The face you leave can help the next crew complete an order.
Your workers do more than occupy a station. Bringing them home changes its next job.
Deploy two astronauts across shared modules to gain charge, collect spares, trade resources or fulfill public orders. Each module has two faces. Recalling a worker flips that module, changing the action available to the next visitor.
Recall one worker to gain a resource, recall both to free your crew quickly, or leave someone in place a little longer. An automatic return eventually clears an occupied module, so holding a station is always temporary.
Airlock faces change the economics of completing orders: one rewards the printed cost with an extra point, while the other discounts a resource. Across at most fourteen cycles, plan your own supplies and notice which station face your recall will hand to a rival.
How a game unfolds
- Deploy a worker to gain resources, trade or complete a public order.
- Recall one or both workers to free them and flip their modules.
- Time supplies and airlock discounts to earn the most order points over at most fourteen cycles.
At the table
Play offline against bots or with people sharing one device, with a handover between players. Private invite rooms let friends play together online, with bots filling any remaining seats. Offline matches save on this device.
- Worker placement
- Resource management
- Shared services




