Project Persei
A solo-or-co-op space-survival sandbox built on the real sky — 5,500 NASA-confirmed systems, every one of them already up there. Every planet is directly flyable and landable. Every star is visible from every other, all the time — no loading screens, no warp stutters, no fast-travel curtain. Heavily optimized for low-end PCs; the whole universe runs smoothly without mods, and the built-in quality-of-life is dense enough that you may never want any. Mods are welcome anyway. Wrapped around a conspiracy that ends at Beta Persei. Voxels. Found-footage grain. A frozen Earth waiting for you to come back and unfreeze it, one mountaintop at a time.
The premise
A nuclear winter. A new ice age. A choice.
The bombs went off. The smoke stayed. Within months the sky was sealed and the temperature was falling, and falling, and falling. The world that survived the explosion is now slowly dying under its own ash.
You can stay on Earth, where the cold will eventually take your body — and the silence, your mind. Or you can climb into something still warm, point it up, and go.
Freeze, lose your mind — or venture out for the unknown in hope of saving your sanity.
Nothing out there is invented. Every star you fly toward is a real star. Every world you reach is a real world we've catalogued. The only fiction is what — and who — is waiting on them.
What it is
Inspirations: Minecraft × No Man's Sky × Lethal Company.
Three games people already love, fused at the load-bearing parts: the freedom to build, a sky full of real places to go, and the dread of flying out there with friends and not knowing what you'll find.
Build it
Voxel terrain, beginner-friendly wiring, real progression.
Spherical planets, gather/craft/build, plus a redstone-class logic system simple enough for a working door in ten minutes and deep enough to never bottom out. The ship that gets you to the Demon Star is the ship you build.
Fly it together
4-player co-op. Diegetic roles. Single-player viable.
Pilot, repair (tethered spacewalks), fuel/systems, weapons — assigned by physical badges in the ship's uniform locker. Anyone can do any job. Specialists are faster, not necessary. Solo works too. It's just harder, and lonelier.
The map is the universe
5,500+ real NASA-confirmed systems, finite and named.
Procedural surfaces from real classifications, hand-curated worlds at the narrative beats. No infinity-engine soup — you can land on every place that's actually been catalogued, and one day, you will reach Algol.
The world
Real science. Unreal story.
5,500+ real exoplanets
Pulled live from NASA's open archive. Real star, real classification, real distance. The map is the universe — and the universe is finite.
Space to surface, in one cut
One system view, one ship, one planet, one voxel landing — without a load screen between any two of them.
A frozen Earth, a clouded sky
Bombs sealed the atmosphere. Earth in the game's present is the late stage — winter, black-sky, dying. It's the world you're trying to outrun, and the one you're trying to come back to.
Sanity and solitude
Space is quiet. Stay there too long and the silence becomes its own enemy. Your mind is a system you have to maintain.
Reality vs. conspiracy
Some of NASA's confirmed planets are flagged controversial. In Persei, those are the ones that aren't what they claim. The deeper you fly, the harder records are to trust.
Beta Persei — the Demon Star
Classically named Algol, the demon. A real triple system 92.8 light-years away. In Persei, it's humanity's original home — and the reason Earth is dying. The whole game ends there.
Tone
Found-footage cosmic horror. Not space adventure.
PSX-grade dithering. Vertex-snap geometry. Affine textures that warp when you turn your head. Volumetric fog as a primary art tool, not an effect.
Anomalies near the dead worlds bring chromatic aberration, scanlines, the occasional torn frame. Sparse wind, signal hiss, and — if you carve a vinyl on the ship's note-block player — one small piece of human warmth in a hostile log.
The long game
Bring Earth back, mountain by mountain.
Every system you explore feeds a slow terraforming loop on Earth. The highest peaks clear of cloud first. Color returns top-down. Multi-session, multi-player friendly — your home base is the long-tail reward for everything you do out there.
Status
In early development · Targeting 2027.
Solo studio. Built in Java — mature, fast, and built to be modded; nothing exotic required. Modding is core, not a post-launch courtesy. V1 ships singleplayer-complete on Steam with one real exoplanet system and the Algol expedition; co-op, the rest of the catalog, and Earth-terraforming meta-progression follow in named updates. The most ambitious thing on the studio's board.
