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MothyFamily emblem RELAY 7theme pack · the relay
Theme pack 2 · the relay

RELAY 7 — a station that dies when its crew stops caring

A relay station in orbit: a hull, a reactor, a dish, a dock, and a crew of forty. The engine is unchanged. The theme pack renames the nouns and adds one signature mechanic no other theme can have: life support is a ledger the engine keeps per station, per tick, and a station's population is a real number.

01The pitch

You are a berth on a station. A berth is a position: it has air, a shift, and a section of hull that is yours to keep. The station is not scenery — it is four meters running, a hull decaying, and a crew count that goes down when the meters run out.

The fantasy is a crew that keeps a place alive — a hull hand splicing a plate, a diver outside on a salvage line, a reactor tech holding the heat. The late game is an office: Hull Warden, Reactor Warden, Dock Master. The endgame is a station that stays alive through a whole season, with your name on its maintenance log.

Why this theme is the second one: it is the theme that makes upkeep a moral act. In every other theme, missing upkeep costs money. Here it costs the station, and the log says who was on shift.

02The theme pack — the engine's nouns, in theme words

Four bars, four stats, six jobs, twelve acts, six offices, twelve commodities. The numbers are the prototype's starting values, sized so a season in any theme is comparable to a season in another. This is the theme file, printed.

The bars (renamed, same shape)

Engine barTheme nameSpent onRecovery rule the theme supplies
VigourHandssplicing, hauling, the dock shift, the ringrest, and a bunk — a facility raises the recovery rate
NerveVacspacewalks, salvage lines, the wreck fieldrest, and a decompression rota the Quartermaster sets
FocusCalibrationdish alignment, reactor tuning, repair qualitya tool locker: a facility raises the Calibration cap
StandingBerthcontracts, office, teaching, station commandthe crew list: an office can restore a berth, the crew can vote one down

The jobs (6)

JobWage / dayStat gainRequiresDaily points, spent on promotions
Ring hand200Body +1noneRing points
Hydroponics hand240Body +1, Calibration +1a berthGreen points
Hull hand300Body +2Hands ≥ 40Hull points
Dock master's crew340Body +1, Vac +1a dock shiftDock points
Reactor tech420Calibration +2Calibration ≥ 20Core points
Diver480Vac +2, Body +1Berth ≥ 30Vac points

The acts (12) — a theme names the verbs, and only names them

Theme nameEngine actCostTicksPublished riskPublished reward
splice a plateupkeepHands 1226 % warphull decay −4
spacewalkriskVac 16, Hands 10314 % breach300–700
drill icefreightHands 14, Vac 648 % jamwater +60
haul to the dockfreightHands 1023 % loss120–260
calibrate the dishcraftCalibration 1039 % driftrelay yield +6 %
dock a shiptradeVac 8, Berth 415 % delayberth fee
salvage the wreck fieldriskVac 22, Hands 14526 % loss500–1,300
run the reactorofficeCalibration 81 / tick0 %power +
quarantine a sectiondefenceBerth 6, Hands 820 %section sealed, crew count safe
teach an apprenticeteachCalibration 6, Berth 420 %apprentice gain +1
garrison the ringdefenceHands 8, Berth 51 / tick0 %defence + garrison value
vent a sectionriskBerth 10, Vac 12130 % loss of the sectionends a capture window

The map — the prototype's six districts, tiered

TierPositionYield / dayGarrison requiredUpkeep / day
1the berths2025
2the hydroponics ring60614
3the dock1101025
4the dish array1801235
5the reactor core3201860
6the relay itself60026120

Offices, commodities, currency

Offices (6)
Station Chief (sets the shift rota, cannot set the air), Hull Warden (sets repair priority per section), Reactor Warden (sets power allocation), Dock Master (sets berth fees), Quartermaster (sets the decompression rota and the ration of air), Arbitrator (hears the crew's disputes)
Commodities (12)
oxygen, power, heat, water, food, parts, plate, ice, data, crew time, fuel, salvage
Currency
Cycles — a unit of crew time. No real money enters the game (rule 1).

03The signature mechanic: The Life-Support Ledger

One mechanic per theme, and one only — the rule that keeps five themes on one engine. The formula below is what the engine computes every tick, printed in the rules page in the game.

per station: air(t+1) = air(t) + producer(t) − crew(t) × consumption − leak(t) heat(t+1) = heat(t) + core(t) − draw(t) power(t+1)= power(t) + core(t) − load(t) hull(t+1) = hull(t) − decay(t) + repair(t) crew(t+1) = crew(t) + arrivals − losses failure = if air < crew × floor for 2 ticks: crew count falls, and every log row names the section warning = the forecast is printed for every crew member, every tick governance = Quartermaster sets the air floor; the crew can vote the rota down

Why it is a mechanic, not a flavour

A station is a population, not a place

The crew count is a number in the state. A station that runs short loses people, in the log, with the section named. No other theme in the genre has a shared object that dies.

Upkeep becomes a moral act

Splicing a plate is not a money move; it slows hull decay, and hull decay is what leaks the air. Neglect has a body count, and the body count is auditable.

The forecast makes the crew cooperate

Every crew member sees fourteen ticks ahead. A crew that reads the forecast together is a crew that can ration; a crew that does not is a crew that will be told, on the record, that it ran out.

The first season's arc, 12 beats

Beat 1

Relay 7 is crewed (40 berths)

Beat 2

the first air audit

Beat 3

the wreck field opens (tier 5 salvage)

Beat 4

a hull breach in the ring — the first loss

Beat 5

the reactor is over-allocated, heat fails for 2 ticks

Beat 6

the diver guild charters

Beat 7

the second station arrives: two crews, one relay

Beat 8

the Quartermaster election

Beat 9

a crew-written duty contract, executed by the engine

Beat 10

the relay is contested (tier 6)

Beat 11

air reform: the floor is set by the crew, not by default

Beat 12

the season ledger publishes every shift and every loss

04Art direction, and the feel

Text-first: no images, no animation, no sound. The theme supplies words, a palette, and a shape, and every object carries its numbers in text.

Palette
the teal accent on deep ground: a cold station with a warm core. The house palettes carry it without a new colour.
Type
the mono for the meters, the sans for the crew list, the serif for the season's log. A station is a meter reading.
Tiles
one glyph per section, decorative; every section carries its name, hull state, crew, and meter state in text.
Sound
none. A tick is a page update. A station's alarm is a line of text, which is louder than a noise.

05What breaks this theme

The risks, named before anyone builds it. Each one has a test attached, so the honest list is a plan, not a mood.

Collective punishment Undecided

A shared pool means a careless diver can cost a careful potter their air. The genre's players will call this unfair, and in the plain sense they are right. The engine must make the cost visible per section, and the rota must be a duty an office can audit.

Test: Count the number of players who log a grievance against a shared pool in season 1.

A single object, a single theme Undecided

There is one station in season 1, so the theme's drama belongs to one crew. A crew that leaves takes the theme with it. Two stations in season 2 is the mitigation, and the second station is the theme layer's test.

Death as a mechanic Undecided

A crew count that falls is a loss a player experiences as a person removed. Our conflict rule says a person is never a target, so death must be an outcome of neglect, never of an attack. If the rules ever allow a vent to be used as a weapon, this theme breaks the design thesis.

Cold on a phone Undecided

Meters, hull decay, and rota tables are legible to an engineer and dull to a casual player. The theme tests the engine's honesty and has the weakest first-screen appeal of the five.

Upkeep is invisible Undecided

Nobody celebrates a plate that did not warp. The theme needs the log to tell the story, because the state does not. A season report that names the keepers is the mechanic that makes this theme land.

Why this theme is worth running

It is the theme where the engine's fairness rules are the plot. A crew that cooperates survives, and the record proves it. Life support is the strongest argument for a shared-state game: the state is alive, and everyone can read why it is dying.