Stationbreak
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Description
Overview
Stationbreak is a roguelite survival strategy game set in space. You construct temporary space stations in hostile star systems to gather enough energy for your fleet to jump away before a relentless nanotech swarm overwhelms you.
The core loop involves station building, fleet management, and balancing multiple systems (power, heat, resources, crew sanity) under time pressure.
Long-term progression is tied to the persistent fleet, which carries over damage, crew stats, and tech upgrades between short, intense runs.
Key Features
Build Temporary Stations
Construct a fresh station every run. Each star system forces new layouts, resource constraints, and tactical choices.
Manage a Persistent Fleet
Your three ark ships survive between systems, carrying forward their damage, upgrades, and crew stats.
Balance Interlocking Systems
Power, heat, materials, crew madness, ship integrity, and orbital positioning all interact.
Roguelite Runs Through Hostile Star Systems
Each star system offers new orbits, materials, hazards. Adapt your strategy or go mad trying.
Race Against the Swarm
A relentless nanotech swarm escalates in waves. Stay too long and you’re consumed; leave too early and you may abandon valuable resources.
Goals
Each run has four simple objectives:
Produce and store enough energy for the next jump
Gather resources using your limited ships
Prepare defences for the arrival of the swarm
Survive until ready to jump
Long-term, your goal is to keep the fleet alive across multiple star systems and push deeper into unknown space.
Game Mechanics
You build modular space stations, assign ships to tasks, and manage several interlocking systems; power, heat, materials, crew sanity, threats, and fleet degradation. Each star system creates new constraints, forcing you to adapt your strategy every run.
Station Building
Construct your station by adding new modules. Modules provide energy, heat control, storage, defence, crew comfort, and other utility.
Modules cost Materials , and each star system has different resource availability.
Design is a tactical puzzle with trade-offs in cost, efficiency, heat, and madness.
Stations are temporary ; once you jump, you abandon the station.
Fleet Management
Your ships remain with you throughout the game. They are essential to the operation of your station, and the station’s main purpose is to ensure the ships can keep going.
Ships perform tasks like resource gathering, defending the station, and docking to provide operational support.
Resource Management
Energy: The main objective resource. Your goal is to stockpile enough energy to jump to the next system.
Materials: Used for building modules and defences.
Madness: the pressure on your crew.
The Swarm
The swarm is an ever present threat, following you across the stars. Each run involves progressively larger waves of swarm attempting to consume your ships and station.
The swarm escalates in size and ferocity; the waves keep getting bigger. You will have to determine when it's time to jump; do you have enough energy, have you secured enough materials, have you built what you needed to build? If not, do you risk another wave?
Progression
Between star systems, you must choose how to spend limited crew capacity:
repairing damaged ship systems,
researching new tech for your ships and stations, and
resting your crew to reduce madness.
The Story & Aesthetics
Earth is dead. In an act of immense hubris humanity developed a nanotechnology to help harvest energy for the impending interstellar space age.
Unpredictably, the biomimetic nanotech broke free of its built in restrictions and rampaged across the solar system. All of humanity was consumed by this swarm, save for three ark ships which managed to jump away in time.
These three ships are the last of humanity. Jumping from star system to star system, stopping only for enough time to refuel for the next jump.
This is a cassette-futuristic world based on a combination of 1980s space command and mysterious powerful alien technology.