Biopunk station survival. 7 night shifts. The infection is not the hard part.
The Station Is Ill drops you inside a station that is part machine, part body. Its tunnels are lined with green vein-covered tissue, lit by sickly purple glows, and floored with dark metal grating that groans under your boots. You are the night-shift medic. The station is dying. Seven shifts to figure out what is wrong.
Dead Space × Signalis × Outer Wilds — atmosphere-first storytelling where every diagnosis is a revelation.
Made by LOOMHAUS.
Como foi feito
“THE STATION IS ILL — a first-person biopunk maintenance-horror game. Match the uploaded style reference exactly: wet organic flesh architecture, ribbed membrane tunnels, bioluminescent green veins and purple-lit conduits, dripping slime, slick metal grate walkways, claustrophobic dark corridors, a first-person wrist/gauntlet readout in view. HOOK: You are the last maintenance technician aboard a living space station that is also sick. The walls are tissue, the arteries are power lines, and the station is running a fever. Keep it alive for seven shifts, or it dies — and it takes you with it. CORE LOOP (first-person, browser, no install): 1. Walk the ribbed corridors in first person. Your gauntlet shows live vitals: hull temperature, blood-pressure of the coolant arteries, oxygen, infection level, and a minimap of pulsing veins. 2. Diagnose: scan a section of flesh-wall to find the fault — a blocked artery, a torn membrane, a fever node, a parasite nest, a failing heartbeat valve. 3. Treat: use tools on the flesh — clamp a bleeding vein, drain a cyst, inject coolant, cauterise a parasite, reconnect a nerve bundle. Each tool has a correct pressure/rhythm input; wrong pressure hurts the station. 4. The station reacts: successful care makes the lights steady and the veins calm and green; neglect spreads purple infection, the walls twitch faster, the heartbeat races, the screen sweats and pulses. 5. Shift ends when the station's vitals stabilise. Seven shifts, each harder — deeper faults, multiple failures at once, and a growing presence in the dark that notices you. SYSTEMS: - Station vitals are one shared organism: fixing one system drains another, so you must triage. - Tools: Clamp, Syringe, Cauteriser, Nerve Probe, Coolant Line, and a Bio-scanner. Each has a rhythm-timing usage bar. - Infection: spreads tile by tile along the walls; if it reaches the heart valve, the shift fails. - The presence: a thing that lives in the dark tunnels. It reacts to noise and light. Sometimes caring for the station wakes it. TONE: dread, intimacy with a dying organism, body-horror but calm and clinical, not gore. The station is a patient, not a monster. BUILD ORDER: 1. The walkable first-person flesh corridor with correct material/lighting (green calm + purple infection states). 2. The gauntlet vitals readout, always on screen. 3. One working maintainable fault (blocked artery) with the clamp tool and the rhythm input. 4. Then the full fault set, infection spread, and the shift structure. 5. Add a title screen and a "shift complete" screen. AESTHETIC: deep greens, sick purples, black; wet specular highlights; volumetric drips; subtle pulse animation on every organic surface; a low heartbeat ambience that speeds up as the station worsens.”
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