
David George, Mike Hurst, David Ladyman, M. Armintrout, Stephen Beeman, Ben Ellinger, John M. Waltrip, and George “Speed” WebberĪdditional Material by W. Lee, Denis Loubet, Carl Manz, Richard Mather, Kyle Miller, Shea Anton Pensa, George Pratt, Fred Rawles, Eric Richards, Doug Shuler, Czeslaw Sornat, Jim Stanislaw, Michael Surbrook, Terry Tidwell, John D. Bradford Gorby, Glenn Grant, Alan Gutierrez, Glenn Kristoffersen,Wayne A. BARTON Revised by DAVID PULVER Edited by SEAN PUNCH Cover by VINCENT DIFATE Illustrated by Robert Barger, Thomas Baxa, Dan Carroll, Steve Crompton, Dave Deitrick, Jesse DeGraff, Albert Deschesne, Tim Eldred, Michael Goodwin, C. Lloyd, Phil Masters, Andrew Moffatt-Vallance, David Morgan-Mar, T. Holschuh, Bob Huss, Anthony Jackson, Robert Knop, Jonathan Lang, M.A. Stoddard, David Stokes, and Alex von Thorn Playtesters (Third Edition): Bryan Borich, Nelson Cunnington, James Dunson, Steven Ehrbar, Shawn Fisher, John Freiler, Devin L.

Roberts, Craig Sheeley, Bob Simpson, Brett Slocum, Gus Smedstad, Christopher J. Ford, Stefan Jones, Walter Milliken, and Greg Porter Playtesters (First and Second Editions): Catharine Altum, Norman Banduch, Vicki Barton, Bob Cahill, Bruce Coleman, Nick Christenson, Bruce Evans, Neal and Shawna Feldman, Doug Ferguson, Jeff Greason, David Gross, Ben Kloepper, Steaven Krutsinger, Andy Liss, Cisco Lopez, Steve Noel, John Nowak, Charles Oines, John O’Reilly, Steffan O’Sullivan, Sam Patton, Lawrence W. DAWSON GURPS Line Editor ❚ SEAN PUNCH Design and Production ❚ JACK ELMY Production Assistance ❚ ALEX FERNANDEZ and JEREMY ZAUDER Print Buyer ❚ MONICA STEPHENS Proofreading ❚ INGRID KUNZE Art Direction ❚ LOREN WISEMAN GURPS Errata Coordinator ❚ MICHAEL BOWMAN Sales and Marketing Manager ❚ ROSS JEPSON Playtesters Extraordinaire: John M. SPACE Roleplaying in the Worlds of Tomorrow THIRD EDITION GURPS System Design ❚ STEVE JACKSON Managing Editor ❚ ALAIN H. Water and Other Liquids on Uninhabitable Worlds Interplanetary Travel with Low-Endurance Reaction Drivesĭensity and Composition of Terrestrial Planets Ground-to-Space & Space-to-Ground Performance Send your humans on expeditions around a procedurally generated map and earn resources without any limits.Health Problems in Micro- or Zero Gravity (Optional)Ĭorrosive Atmospheres and Equipment Leaks

In the second campaign besides resource management you get a totally new "raid" mechanic. A correct choice may provide some bonus, an incorrect one - well, you'll see! Many of the modifiers that you get due to the random events change the game's look significantly. Besides that, a random event happens after every five feedings in the form of a text quest. The foremost roguelike element is that you can't save the game - you have to start from scratch every time. You need to plan your strategy and tactics in advance and track all your humans so that they don't die of exhaustion. Puny humans are to produce energy for us (which is leaking constantly), they also have to reproduce and feed themselves. They rest in one of the facilities and work in all the others. It only takes a couple minutes to figure out the game’s mechanics, but using them optimally is no small feat!Ĭore gameplay consists of transporting puny humans between various facilities using mechanical claws. And every failure is fatal - you’ll have to start over!Ĥ) Easy to learn, hard to master. Think fast, to the point, and abandon pity!ģ) Rogue-lite (Almost roguelike) Every walkthrough is unique due to randomly generated events. Immerse yourself in the life of a merciless tyrant!!Ģ) Resource management on steroids. Slaughter has never been so fun!ġ) Humor as dark as your ex’s heart. In other words, this is a resource management sim with rogue-lite elements, dramatic plot, and an abundance of pop culture references. Exploit puny humans to extract power and build your own empire! You’ll have to keep track of them to make sure they don’t succumb to exhaustion and hunger… although the weakest ones can always be thrown to the Bioreactor.

Humanity is enslaved by an AI… which is awesome, because we’re on the right side of the conflict.
