Sputnik-1

by kitmani
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Lore


You are Four, the engineer aboard the servicer MANTIS-4, and the tracking station ZARYA calls in the jobs. Every satellite you bring back gives people on the ground something they lost: a village can call the town again, ships get their ice warnings, the far north gets its TV lessons back.

Not easy, but very absorbing. You can do it.


This is a systems game. A satellite rarely has one fault: it's a chain (a cut feeder, a tripped fuse, a task hung in a queue), and you follow it link by link until the thing wakes up. That moment is worth it.

The game is on your side:

- Quick start: a gentle walk through every core mechanic, one at a time. Start there: TRAINING → QUICK START.
- The checklist says what, never how.
- A NEXT line names the next step. Want to work it out alone? Switch HINTS off.
- No mission timer. Time only counts toward your grade. The few jobs with a real deadline tell you up front.
- Pause, slow time down, restart any time.
- The Field Guide (?) and module MANUALs explain the rules on the spot.

The work


Match orbits with PROGRADE and RETRO burns, press Rendezvous, match the satellite's spin. Then open it up and find out why it died.

- Power: battery packs with + and − ends, series and parallel, fuses, cables you lay cell by cell.
- Heat: pumps, radiators, heaters and probes that lie until you calibrate them.
- Fuel and data: hoses between ships, receivers to tune, files to pull from old memory.
- Salvage: cut, pack and weld parts from wrecks; scan a ship to see what's left of it.
- Computers: 1980s CPUs with loops, queues and real assembly code.
- HANDS or NETWORK: work alongside, or over the radio once it can answer.

What's inside


- 18 jobs in four chapters, with comics between them.
- Grades from S to D against par time and fuel. Come back and do it cleaner.
- Random shift: a familiar satellite with a random, solvable set of faults.
- 1-bit pixel art: old satellites talk through CRT terminals, MANTIS-4 through clean modern screens.
- [AI Translated​] ​English and Russian.

Controls


- LMB: click modules, drag windows and debris
- LMB drag in a POWER / FUEL / COOLANT / DATA layer: lay a cable · RMB: cut one
- RMB drag: move the view · Wheel: zoom
- R / RMB: rotate a held piece
- Hand / antenna icons: HANDS or NETWORK
- Esc: pause

Windows · Linux · Web

Game design, story, code, art and sound: kitmani (yawae) · Studio Tiny Rift

*Four, this is Zarya. Welcome above the belt.*

Screenshots


Comments15

EKLSN19 Oct 2026, 22:47
There's just so much to do here, awesome :)
akintsevil20 Oct 2026, 05:37
It looks awesome, but not easy to master. Trouble starts with fullscreen not working
soldat napasa20 Oct 2026, 09:04
The game has a lot of vibe; at first, the sheer amount of information can be overwhelming, but once you figure it out and get into the story, it's really addictive. ! Not for casual gamers !
imod
imod20 Oct 2026, 12:15
This game is awesome! I play several hours already and didn't beat it completely! I dont understand how you did it in so limited time, its just like full game already! Now I fan of this game!
KITmaniauthor20 Oct 2026, 12:40
@akintsevil Thank you so much for pointing that out! I was terribly tired yesterday and didn't check, lol. I had to think about it a bit, but I fixed it.
KITmaniauthor20 Oct 2026, 12:43
@soldat-napasa Yes, although there aren't really that many systems, but they're all interconnected and it's very difficult to explain them sequentially. I spent a huge amount of time on the tutorial and completely rewrote it twice and even so I don't fully like it. Just terrible!
KITmaniauthor20 Oct 2026, 12:47
@imod Thank you so much! I'm sure you know that the fact that people play your game is the most valuable thing.
KITmaniauthor20 Oct 2026, 12:51
By the way ([@imod, @akintsevil], [@soldat-napasa]), your games look absolutely great! Very engaging screenshots and gifs, I've already saved them and I'll definitely try them out this evening.
kontest53
kontest5320 Oct 2026, 15:57
It’s a very high‑quality game, but it’s extremely challenging. The font is hard to read. The storytelling is top‑notch.
Jacky San
Jacky San20 Oct 2026, 20:09
In-cre-di-ble content for a game jam, congratz for the hard work ! 👏
Docredstone20 Oct 2026, 21:06
Very good game, it's almost a full fledged game ! It's awesome
marudziik
marudziik21 Oct 2026, 07:03
While the game is interesting to look at and has a distinctive vibe, I feel that AI usage allowed you to not care about scope at all. I think that limiting scope is also important, especially during LD and especially when you consider how individual mechanics work - without AI you would have to focus on something smaller but working well together. Just one of those systems that you have here would be probably enough.

IMHO, huge scope is not something we should aim for in a LD entry. The complexity here is such that a player needs to invest a lot of time to even learn it - not really something to expect from LD crowd during rating period. And it's a shame because it seems that this might be an AI-assisted entry where you actually seem to care about the outcome, it's not random.

I see some interesting ideas here. I also like the look & feel and the story is inviting, but the barrier to entry here is a little bit too high. Your entry is interesting and probably an example of a "correct AI usage", it's just the scope is well beyond what I can give it. Thanks.

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KITmaniauthor21 Oct 2026, 08:03
@marudziik, thanks for taking the time to write such a detailed review!

I mostly agree with you. About the content: at some point I stopped thinking of it as a game for LD. I just built all the systems and mechanics I’d want to see as a player from my TA, which I saw as hardcore fans of sims like KSP who are happy to suffer a bit to feel like they really get how everything works. This might sound weird, but I actually got hooked on playing my own game (which almost never happens; usually I’m sick of the game by the middle of development, lol).

So yeah, I went a bit too far. One result of that is that I had to use AI to write most of the text for key parts, like the tutorials and the UI.
Ganktronics21 Oct 2026, 19:20
Oooh, it's very complex, a lot of stuff going on for a little jam game. I dig the vibes though. I could probably stay playing something like this for hours, which would be, extremely unfair to the rest of the jam if I did 😄. The looks and the music feel very space-y, for sure.

If I were to offer improvements, the tutorial didn't feel too helpful, because there was just so much going on. It didn't feel like there were baby steps being made as I went through it, but just a lot to try and memorize at once before I even made it to the game proper.
darkshadow
darkshadow21 Oct 2026, 19:46
Holy information overload. I love the pixel art style and it looks like the kind of game I want to like being a big fan of KSP, however the information is just a constant stream, nothing makes sense. I don't have time to learn this and review other games as well.

If you use AI you really need to pull it back from just spewing content.

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