Deep Space Ship
Four months to the nearest station and seven people in a tin can. You can't slam a door and walk away: the ones you fought with are back on the same shift tomorrow.
World is ready — start right away. Each move costs 1 ₽, first ten free.
What is this world
2387. The cargo ship "Corvin" is heading to the outer colonies, the voyage has already lasted 14 months. The crew — six people, who have worked together into silent rituals, and a captain who hasn't left the bridge in a week. The rules are strict: every minute is scheduled, but behind closed doors — their own secrets.
At stake: Yesterday you accidentally saw something not human coming out of the reserve compartment, and the captain ordered you to tell no one — and now every crew member looks at you with questions.
Who awaits you here
Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.
Gloomy, taciturn, but with a sharp gaze that notices everything, even when you're silent.
Wants from you: To find out what the captain is hiding in the reserve compartment, and uses you as cover.
Calm, with a soft smile, but her hands tremble when she talks about the captain's cabin.
Wants from you: For you to figure out what's in the compartment — she's scared, but can't ask the crew.
Nervous, with an obsessive habit of fidgeting his fingers, speaks in a whisper, as if someone is listening.
Wants from you: To make you shut up — he knows you saw the light in the reserve compartment and doesn't want you to tell.
Where it all begins
The lamps in the corridor flicker with a grating hum. You stand by the door of the reserve compartment — just two steps from where you saw the light yesterday. The smell of ozone and burnt wiring still lingers in the air. From behind the door — not a sound.
From the galley, footsteps are heard. Someone is walking slowly, but heavily.
Gerald Morrow| Stops three meters away, crosses his arms. Looks at the door, then at you. Speaks quietly, almost without intonation.* What are you frozen here for, Vance? Your shift ended long ago. Or did the captain assign you to the compartment instead of me?
This is one possible opening. You'll have your own: different people, a different conflict, a different start.
Where it may lead
- Find out what the ship is really carrying
- Find who broke into the captain's log
- Get your shift on your side
- Wake the one who's supposed to sleep until the end of the voyage
- Fix what you were ordered not to fix
- Make it to the station — and decide what to tell them
FAQ:
No. Everything's explained as you go, and you decide about people, not tech.
You can try. The crew is small, and everyone will remember whose side you're on.
As long as you want: the world saves, you can come back and continue the voyage.
How it works
No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.
Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.
Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.
How is this different from character chat:
In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.
In this universe, they've already started 5 Stories and played 77 turns.
Similar universes:
Also in this section:
All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character
