The game presents the player with a series of challenges, styled as sections (“Containers”) in the spaceship’s cargo hold. Each of these containers holds a certain mixture of materials (“Resources”), clumped together in fragments of various sizes (“Particles”).
The player’s goal is to build a sequence of Processors, machines that represent the various processes and treatments used on real-world waste streams in a simplified form. The player has a list of Processors that they have built with the Omnifacturer. They can place conveyor belts to connect the Container and the various Processors so that the incoming Particles are automatically separated or processed. Eventually, these conveyor belts have to lead to Receptors, a specific type of Processor that only accept Particles consisting of a single Resource. Each type of Processor separates or alters incoming Resources in a different way, with particular limitations and ideal use cases, partially rooted in reality and partially determined by the need for a balanced, challenging game. The game incorporates both wet and dry stream scenarios, which have similar player interactions, but each present their own unique challenges and modes of thinking.
At any given time, various “valid” solutions are likely to be possible. However, because of their particularities, the order in which Processors are used affects the efficiency of the solution to a great degree. In this way, strategies that lead to success in the game should naturally reflect heuristics in real-world recycling. Through trial and error, players should gain insight into these methodologies.
Any Resources that have been recovered from the Container are added to the player’s Inventory. The Inventory contains any Resources that the player has collected up to that point. These can be used to build new Processors, which allow the extraction of new Resources, or allow the player to make repairs to the ship, thereby making progress in the game.
The player is a disembodied artificial intelligence that has access to all areas and systems of the spaceship. As the ship’s supercomputer, it is your task to restore the entire vessel to working order.
Bob, a good-natured, but not overly bright middle-aged man, is the pilot of the ship. He works for Cosmiclean Inc, a massive corporation that collects waste across the galaxy, though recycling is not high on their priority list. Bob serves as a narrative hub for the game, introducing new challenges and problems, not rarely caused by himself.
MEMO, Mobile Electronic Maintenance Operator, is a robot designed to repair and maintain spaceships. One unit is initially present on the ship, but additional ones can be created with the Omnifacturer. MEMOs receive orders directly from the ship’s AI and carry them out unquestioningly. They are equipped with numerous tools and can repair ship components and lift heavy loads. Additionally, they function as “manual labor” wherever that is necessary in the separation process.
The game consists of a number of different scenes with different functions, accessible through cameras installed on the ship.
Cargo Bay: A large, open area where the player can freely place Processors.
Bridge: The central control room of the ship.
Inventory Hold: Displaying all the Resources the player currently has at their disposal.
Omnifacturing Lab: The Omnifacturer can 3D-print new Processors, MEMO units or replacement components for the ship.
AI Core: Server room that allows the player to adjust various game settings, restart the game, etc.
Personnel Quarters: Bob’s main residence.
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