The simulation
Interconnected processes, component wear, thermal limits and the consequences of pushing them.

The premise
A harvester. A crew.
A contract worth taking.
You run a mining operation on Io. The machine is enormous, the conditions are hostile, and everything you know comes through instruments, crew reports and a terminal.
The work pays. The machine wears. Every repair takes someone away from watching it. And the departure you are counting on has a schedule of its own.
The design principle
Read the machine.
Live with the decision.
Built from the inside out
The prototype begins with the process: cutting rock, feeding a mill, shedding heat and wearing through components. Faults change the machine. The readings follow.
The interface is built around that relationship. A warning is something to investigate. A crew report can tell you what an instrument cannot. The decision is still yours.
Inside the prototype / Explore the process
Load sets the pace. Tooth condition changes how much rock the cutter can deliver, and running harder spends the machine’s remaining life faster.
What I am building
Interconnected processes, component wear, thermal limits and the consequences of pushing them.
Instruments, crew reports and controls that belong to the machine they operate.
Contracts, crew, recovery and the company that outlasts a single operation. The prototype is the foundation; the full game is still in development.
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