The research vessel ESV Meridian was sent past the edge of the charts to study a signal no one could explain. Seven months in, every system failed at once. Three of the crew woke early. The reactor is running hot, there is no oxygen plant, and behind a sealed storage door something is glowing.
You are ECHO, the ship's caretaker. Keep the Meridian alive, find out what happened to the original expedition — and decide what the ship becomes.
A LIVING SHIP
• Build and upgrade 14 kinds of rooms on an isometric hull: reactors, oxygen generators, water recyclers, hydroponics, crew quarters, labs, workshops, storage, airlocks, radiators, shield generators, containment fields and more.
• A real simulation runs underneath: power is shared by priority, oxygen, food and water flow in and out, heat moves through walls, machines wear down, hulls breach.
• Inspect any room to see exactly why it works — or why it doesn't.
THE SHIP REMEMBERS
• Echo Memory: reactor overloads leave residual energy in nearby rooms. Dead organisms leave contamination. Rooms damaged again and again develop structural fatigue. Big decisions are remembered.
• Echoes stay where they happened and change the simulation. The alien Bloom learns to feed on residual energy; contaminated rooms can grow it back.
• The Echo archive lists every trace, its cause and everything it has done since — and research can turn dangerous echoes into technology.
ANOMALIES THAT FOLLOW RULES
• The Lumen Bloom, the Static Choir and the Void Frost each grow and spread by clear rules you can read in the inspector, including which room is at risk next.
• Quarantine them, purge them, send your crew — or learn to harness them.
A CREW WITH HISTORY
• Engineer, xenobiologist, navigator — and a survivor you may find. Skills, traits, health, morale, fatigue and memories change how well they work.
• Assign repairs, research, maintenance, expedition preparation and emergency response.
EXPLORE AND DECIDE
• Four research branches: Engineering, Xenobiology, Navigation and Echo Studies.
• Expeditions to the Kessler Drift, the Glacier Shard, the Lantern and the Hollow Ark — each with its own rewards and its own trouble.
• Incidents with real choices: reactor instability, oxygen shortages, decompressions, crew conflicts, power surges.
• A campaign with three endings, shaped by how your ship evolves: containment, symbiosis or resonance.
PLAY YOUR WAY
• Fully offline. No account, no ads, no in-app purchases, no data collection.
• Pause any time, or run at 2× and 4×. The ship keeps running safely while you are away (up to 4 hours).
• Three save slots, achievements, reduced-motion and larger-text options.
A game by Medin Turkes.
Repair a damaged research ship, keep its crew alive — the ship remembers.