Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4636580 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Coming soon |
| Developer | Perilune Games |
| Publisher | Perilune Games |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | Yes |
| Linux support | Yes |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Fly real astrodynamics from an Apollo-era DSKY. Plan Lambert transfers, mine asteroids, build a fleet, and survive a 38-body solar system where every trajectory is solved from Kepler's equation. No autopilot, no cheating.
About this game
You are a freelance pilot working a single ship, a fragile budget, and a logbook full of jobs nobody else will fly. Haul cargo and passengers between stations, prospect bodies for ore and ice, stand up surface refineries, build out a fleet, and take on the megamissions that earn a name out past the frost line. Every trajectory you fly is one a real spacecraft could fly. There is no "go to planet" button. The propagator never cheats on your behalf. Real orbital mechanics, not an approximation The simulation is built on a closed-form two-body propagator and a patched-conic sphere-of-influence model — the same baseline mission designers used in the Apollo era and still use today for first-order trajectory work. Kepler's equation solved every tick with a Danby starter and Newton–Raphson iteration; the hyperbolic form handles escape and flyby trajectories Lambert's problem solved with Izzo's 2015 universal-variable algorithm and a Householder iterator — a porkchop search over departure and arrival dates picks the minimum-Δv window, the same way NASA's Trajectory Browser does Hohmann transfers compute the phase angle and Δv for the cheapest two-impulse hop between circular orbits The vis-viva equation governs speed at every point on every conic, elliptic through hyperbolic The Tsiolkovsky rocket equation costs out every burn, with a two-stage form for cradle-and-ship staging Hill-sphere SOI radii decide when you leave one body's gravity well and enter another's, with nested moon SOIs taking precedence Gravity assists modeled as hyperbolic flybys with turn angle set by periapsis radius and excess velocity Solar power falls off as 1/r² from the Sun; RTG output decays on the real Pu-238 half-life of 87.7 years What you do Plan and execute burns from an Apollo-style DSKY: local orbit changes, Hohmann transfers, rendezvous, circularization, interplanetary Lambert transfers, gravity assists, and full heliocentric multi-leg trajectories Run cargo, passenger, resupply, and survey contracts across the solar system; build station reputation to unlock trusted and elite tiers, then chase the eight endgame megamissions Land on planets, moons, and minor bodies; mine ore…
Supported languages
English * * languages with full audio support
