Sector Scavengers Signal & Salvage

Cover · Field feed
14

Severance bought you sleep. Sleep sold you forward.

Prologue · The lanyard

Wore the lanyard until AI ate the roadmap. Badge died too.

Strip note The exit packet was almost kind: cryo until abundance, skip the ugly middle, wake into a gentle future. The future never arrived. Your contract did.

Prologue · Inventory

Centuries on, you are not an alum. You are inventory.

Strip note Shuffled dock to dock until someone needed sinew in vacuum and your tab already had interest. You woke up as a line item, not an alum.

Prologue · Your future

They wake you and immediately hand you a space suit, demanding that you start harvesting space salvage to pay off debt

Strip note Your job is derelicts in the black while company droids hang in the feed, snarky as a helpdesk and precise as tax law. They only love what you declare. Everything else is yours to keep.

Wishlist on Steam Crew Lore

How it plays

Laws of the loop

You stage every salvage run from the hub. Inside a derelict the run is a card game with teeth: a fixed hand size, a fuel gauge, and a hull that does not care about your intent. The panels below restate the non-negotiables in briefing form, same mechanics, louder line.

Beat 01–02 · Hand & energy

Tank reads empty, turn ends. No stalling, no off-meter miracles.

Three cards in the hand. That is the whole deal.

Beat 01 · Mechanic You always hold three cards. Not two, not four. Three. Every choice is which one of those three you spend right now.

Beat 02 · Mechanic Energy is what you spend to play cards from that hand. Tank empty means turn over. No stalling, no miracles off-meter.

Beat 03 · Explore derelict ships

The wreck does not show its depth for free. Spend real actions until the map stops lying.

Mechanic Each wreck rolls its room count in secret. You spend real actions to reveal rooms, and if you finish the last room without extracting, the run ends there. No overtime.

Beat 04 · Hull

Cards reveal rewards and deal damage.

Mechanic Cards reveal rewards and apply pressure to the hull you stand in. Stack enough hits and the run ends in the black.

Beat 05 · Debt

You owe the company.

Mechanic The company bills after every third ship you raid. The campaign win is still blunt: zero the debt. Declared credits go to the boss to pay it down. Anything else stays your problem.

Beat 06 · Smuggled ledger

Whatever you do not declare stays yours: cryo keys, tools, hull patches, hub concrete. Company never sees it.

Mechanic Smuggled credits never touch the boss ledger. Off-book money builds the hub itself: new crew, new tools, new patches before the next breach finds you.

Beat 07 · Void XP

Die once, feed the void once. It remembers. Next thaw, you get new angles and new cards.

Mechanic Any death feeds the void: you earn void experience that unlocks new cards for the next attempt. Lose, learn, redraw, repeat.