It is the Year of Our Lord 2754…

You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.

The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.

Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City.

Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.

The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink.

Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.

Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima.

But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now.

Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.

Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.

The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed.

Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.

The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.

The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need?

And many others.

Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors.

Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties.

Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack.

The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage.

When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles.

Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered.

If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences.

Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others.

Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it.
"Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own.“You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort.

“I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.”

A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.
Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!

Relevant Sites

シンギュラリティ×ラブストーリー

「いつか俺にも、幸せが訪れてくれるか」偉大なる夢を抱いている中二病青年のあなたは、理不尽な上司に振り回される社畜生活にもううんざりだ。情報化が加速し、人工知能が飛躍的に進化していくこの時代に、あなたは泥沼のような現状から脱出し、シンギュラリティが降臨する寸前に世界を変えようと決意を固めた!天才美少女、凛々しい女性CEO、いつも側で支えてくれる完璧秘書、シンガーを目指して都市にやってきた田舎娘……彼女たちとともに、ドキドキ甘々の日常と予想外な展開を体験しよう。お互いに見守り、持ちつ持たれつのあなたたちは、まもなく時代の大きな変革をその目で確かめるだろう。ビジネス界の激しい争い、楽しい日常生活、胸が高鳴る熱血ストーリー、薔薇色の出会い……すべてここにある。【来たるシンギュラリティ、変革は目の前に】本作の背景は高度な成長をしている現代都市であり、量子コンピューターや人工知能などのシンギュラリティ(技術的特異点)がもうすぐ現実になる。あなたはゼロから世界を変えるポテンシャルを持つ「分散型インターネット」を作り出し、人々の自由のために戦う。【純愛ストーリー、没入感満点】映画レベルの絵コンテ、手描き動画、ハイクオリティなLive2D、エフェクトとインタラクションゲームによって、リアルさと没入感が高められる。ゲームをし始めてから、思う存分難局の「圧」と恋愛のドキドキを味わおう!【経営シミュレーション、頂点を目指せ】スタートアップの社長として、あなたはゼロから会社を立ち上げなければならない。人材を募集したり、様々なハプニングに対応したりして、小物から業界TOPに成り上がろう!【カード収集、頭脳で勝負】CCGカード対戦、やりやすくて面白い!「蛙化現象」、「ネット弁慶」、「エロゲー広告」、「粘着者」……中二の魂を燃やし、「あるある」と思わせる魔物と闘おう!本作の英訳は「CrazyOnes」、亡くなったスティーブ・ジョブズ氏の哲学を反映した広告キャンペーン「Thinkdifferent」に因んだものです。それもまた、この作品を以て最もプレイヤーの皆様に伝えたい信念です。クレージーになるほど好きで、そのためならどこまでも咲き狂いたいことを見つけましょう。「人はそれぞれ夢を持つ。自分らしく咲きほこればいい」【公式Twitter(X)アカウントへ】:🔗link【公式Discordチャンネルへ】:🔗link

逆水寒

《逆水寒》是一款開放世界遊戲,以精湛細膩的畫質、真實靈動的江湖氛圍、顛覆傳統MMO套路、智能Al深度涉入影響遊戲世界而著稱,被稱為“會呼吸的江湖”。本作革命性的遊戲設計理念,和對角色扮演遊戲陳舊套路的反叛,以及將俠義結合開放世界的諸多新奇嘗試獲得了玩家的高度期待。《逆水寒》改編自“華語武俠四宗師”之一的溫瑞安先生的經典文學作品《四大名捕之逆水寒》,故事發生在行將崩壞的北宋末年,一個貫穿江湖、市井、朝廷、外敵、魔教五方勢力的佈局精巧詭譎的陰謀正在逼近,玩家作為局外人被無辜捲入,在見證了背叛、逃亡、反抗等諸多變故之後,成為所有江湖風暴的中心,並收穫絕世神兵、蓋世神功以及真正擁有俠氣的知心好友後,最終發現所有江湖偶遇,都是宿命相逢。《逆水寒》遊戲特色:【頂尖畫面,3A巨製】純粹的東方古典美學,結合現代晶片圖形技術,形成了格調不凡、自成一派的美術風格。《逆水寒》結合多不勝數的經典遊戲模式:逆轉裁判式的斷案,底特律:變人式的蝴蝶效應,格鬥天王式的橫板格鬥,單人體驗時長超過100小時。以海納百川的樂趣融合、層次豐滿的對戰競技體系,堆疊出紮實的單機開放世界RPG體驗。【智能NPC,顛覆認知】首款為NPC搭載人工智慧引擎的手遊,真人世界的日常互動,逆水寒分秒上演。AINPC真正實現了“有血有肉有思想“,會記得玩家對他說過的話、做過的事,並基於深度學習不斷給予玩家真實的智能反應。甚至可以說,NPC正在經歷的私生活就是與“你”的無限交流,你的一言一行實際延展了NPC在遊戲世界裡的往後餘生,讓NPC不再只是定格在同一時序的工具人,彷彿鮮活的在江湖裡呼吸著,帶來耳目一新的遊戲體驗。【不肝不課,殊途同歸】首創“殊途同歸”體系,無論PK高手或休閒玩家收益都能拿滿,無拘地按照喜愛的玩法闖蕩江湖;刪除免洗一條龍玩法,破除MMO所有陳舊套路,是為不肝。開創MMO開放世界賽季制手遊,還神功神兵於江湖,不花一毛錢即可在闖蕩江湖時獲取上百種技能裝備,是為不課。【開放世界,大有可玩】投身濃鬱東方美學底色的宏大開放世界,玩家將在唯美的宋代自然風光中開啟冒險:馳騁山河,征服高山險峰與地穴密道,尋覓失落的神兵絕技;運用金木水火土等五行元素破解謎題,尋找隱藏的寶藏;施展武術招式與奇異巨獸、流匪盜寇野外搏鬥,收集罕見的奇珍異寶。遊戲也全景式還原了《清明上河圖》式的市井百態,玩家將在細膩的煙火氣息中體驗百味人生:起舞吟唱、拉弓射虎、拍案驚堂,透過近百種江湖身份開啟第二人生,沉浸式融入繁華的大宋市井生活,甚至因此在江湖中聲名大噪。【超絕競技,不服來戰】顛覆想像的自由武術搭配,坦克也能學治療,補師也可爆輸出!搭配上百種江湖技能,削弱了傳統MMO遊戲中「職業門派」對玩家的束縛,把定義自己的權力還給了玩家。【暢爽副本,震撼視聽】集結群俠挑戰英雄副本,長槍、拳套、魂燈等特色武器與多元招式特效細節到位,高品質的戰鬥畫面成就一場場磅礴壯麗的戰役,打下輝煌戰績,抱回豐厚報酬。【I人福音,休閒為王】不逼迫社交,破除了傳統網路遊戲強制“玩家組隊”的限制,基於AI技術打造“NPC親友團”,為I人玩家實現了“單人可打團本"機制,玩遊戲不再心累。《逆水寒》強調求同存異的遊戲樂趣,重視佛系生活玩家的遊戲體驗,「休閒輕玩法」極為豐富,而且可以收穫同等的遊戲核心獎勵。種田釣魚、下棋觀光、遊歷考古,這些傳統角色扮演遊戲中「不務正業」的斜槓玩法,在逆水寒中躍升主流。期待與萬千玩家在會呼吸的江湖中遇見,一起攜手,開創MMO新時代。所有江湖偶遇,都是宿命相逢。【關注我們】獲取更多遊戲動態官方預約網站:🔗link官方Facebook:🔗link【溫馨提醒】※《逆水寒》部分內容涉及凸顯性特徵及暴力打鬥情節,依遊戲軟體分級管理辦法分類為輔12級。※本應用遊戲為免費使用,但部分內容或服務需支付其他費用。※請注意使用時間,避免沉迷。