Sputnik-1

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.*






Comments15
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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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.
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.
If you use AI you really need to pull it back from just spewing content.