Space Station Underworld

PC · Mobile (tablet-first)

Space Station Underworld

Dig deep. Breathe carefully.

In development — Vertical slice complete

Command centre

Dungeon management with a vacuum outside

Space Station Underworld puts you in charge of an outlaw station on the edge of charted space. You carve corridors, pressurise them, staff them with fragile humans, and defend them against boarders who understand your layout better than you do.

Ledger 01

Pressure

Every tile you excavate adds volume that must be filled and held against micro-leaks. Expansion is a permanent debt, not a reward.

Ledger 02

Oxygen

Reclaimers lag demand by design. Learning to run a controlled deficit — sealing the ore wing overnight — is the skill curve.

Ledger 03

Heat

Industry heat must radiate through exterior fins, the most fragile things you own. Raiders know exactly where they are.

Ledger 04

Morale

Frightened, bored or hungry crew skip maintenance, hoard rations, or open a bulkhead to make a point. Morale is produced by architecture.

Ledger 05

Reputation

Six factions trade with you, tax you or raid you — set by what you do with the boarders you capture.

Ledger 06

Alloy

Money exists. It is the least interesting ledger on the station, and that is deliberate.

Module blueprints

Everything you build must breathe

Stations are assembled from prefabricated modules on a snapping grid. Each one earns its volume — or it is decoration, and decoration is a lie about how much your decisions matter.

Module 01 · Life Support

Human Habitat

Bunks, mess hall and hydroponics. Crew morale decays without gravity plating and hot food — unhappy crew sabotage your reactors.

Module 02 · Industry

Ore Processor

Converts hauled asteroid regolith into alloy. Runs loud and hot, drawing raiders toward that section of the hull.

Module 03 · Security

Defence Turret Bay

Kinetic emplacements mounted on rotating collars. Requires a manned gunnery post — automation costs you oxygen budget.

Module 04 · Life Support

Oxygen Reclaimer

The heart of the station. Every corridor you dig adds volume to pressurise, so expansion is always a survival risk.

Module 05 · Command

Interrogation Cell

Captured boarders can be broken for star-chart intel or conscripted. Both choices change how factions treat you.

Module 06 · Power

Reactor Core

Scales your whole station. Overclock it for a crisis, then spend the next three cycles patching micro-fractures.

Corridor psychology

Your layout is the combat system

There is no cover mechanic and no hidden aggro radius. Boarders breach at visible hull weak points and path toward your highest-value system, so every raid is fought in build mode weeks before it happens.

CrawlsOne person wide. Combat becomes a queue.
Service runsTwo abreast. Efficient, never safe.
Trunk hallsFour wide, cargo-capable, expensive to pressurise.
ChambersThe only place the camera pulls back — relief, then dread.
Tactical top-down view of a pressurised airlock