▶ CO-OP BRIDGE SIMULATOR // COMING SOON ON STEAM // WINDOWS + MACOS + LINUX
Space Couch Command
Turn your living room
into a starship bridge.
A co-op bridge simulator and a hardcore roguelike. One person installs it on the machine wired to the TV, and that screen becomes the viewscreen. Everyone else installs nothing. They scan the QR code on the screen and their own device becomes their station — a phone, a tablet, an old laptop, the desktop in the next room. Anything with a web browser on your Wi-Fi is a bridge station. No second copy, no controllers to buy, no accounts. Then you jump into a procedural galaxy that kills you, keeps your salvage, and sends the next crew out further.
Releasing on Steam for Windows, macOS and Linux. The store button becomes a link the day the page goes live. Two to six players on one copy — plus optional gun seats for anyone small enough to need one button and nothing else.
▶ THE LOOP
HOW IT PLAYS
Nobody can see the whole picture. That is the entire design. Every station holds one piece of what the ship needs to survive the next ninety seconds, and the only wire between those pieces is your voice.
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STEP ONE // HOST
ONE SCREEN, ONE COPY
You buy and install Space Couch Command once, on the Windows, macOS or Linux machine attached to your TV. That screen is the viewscreen — the starfield, the damage, the thing coming out of the dark.
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STEP TWO // JOIN
SCAN THE CODE
A QR code sits on the viewscreen. Your crew points a camera at it and their browser opens their station. Phones, tablets, laptops, the desktop upstairs — any modern browser on the same network works.
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STEP THREE // TALK
NOBODY SEES IT ALL
Science's scan is what reveals an enemy's subsystems, so Tactical can't pick anything apart until Science says what's there. Engineering decides who gets power. The information only moves if somebody says it out loud.
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THE ECONOMY
POWER IS A BUDGET
Shields, engines, guns and life support all draw from one reactor, and the core heat climbs as you push it. Engineering spends that budget live, and life support is a breaker one person is responsible for.
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THE STAKES
DEATH DELETES THE SHIP
Runs are a hardcore roguelike through a procedural galaxy. Name your ship before you launch — that name is your save slot. Lose it and it's gone, but salvage, refits and recovered archive fragments carry into every future run.
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THE PACING
SUBMARINE-TENSE
Long quiet stretches on a retro-CRT bridge — green phosphor, humming reactors — punctuated by the klaxon you learn to dread. Then everyone is talking at once and the reactor is redlining.
▶ FIVE STATIONS
YOUR STATION
Five claimable seats. On a smaller crew the duties merge — one person can fly a whole ship alone if they're brave — and on a full bridge each one is a job. Every station has its own page in the crew guide.
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STATION
HELM
Fly the ship, run evasive, engage the jump drive, plot the next system. You carry the forward-fixed railgun — aimed by pointing the whole hull — plus flares and an ECM scrambler. Flip to the PARASCOPE for a fly-through cockpit view and put it on the big screen.
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STATION
TACTICAL
Hold the lock and take an enemy apart subsystem by subsystem once Science has resolved it. Phaser banks, torpedo tubes with a real arming delay, a missile rack and a rocket pod.
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STATION
ENGINEERING
A live power budget with priorities, reactor heat, overclock and a deliberate vent cycle, the life-support breaker, jump-drive charge, damage control that spends salvage, and a conduit-rerouting minigame when something hacks a system offline.
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STATION
SCIENCE
Scan the strange and the beautiful, work the survey points on an anomaly, chase quest threads, decode the archive — and fly the probe when it's time to go inside something.
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STATION
COMMS
Answer hails, jam enemy reinforcement calls in a frequency-hop duel, run the alert state, and work SIGINT — a passive channel where enemy chatter leaks intent. Factions remember how you treat them.
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OPTIONAL // UP TO FOUR
CANNONEER
Dead-simple gun seats built for the youngest hands. A cannoneer takes over one of the ship's phaser banks and fires it at Tactical's lock — aiming stays Tactical's job, so one button genuinely makes the ship hit harder.
▶ THE CAMPAIGN
THE VOID
It opens the way the worst mornings do: an amber CRT flickering awake, and a PRIORITY ONE from Fleet Command. Something is out there — a patch of pure nothing that returns no mass, no light, no signal — drifting on a heading for the inner colonies. Your ship is the closest. Go and find out what it is.
What you find is a cloaked ark the size of a small moon, and a sleeping people inside it: the Ossari, fleeing something that does not stop. THE UNMAKING — a self-replicating machine intelligence that converts all matter into more of itself. And while you were staring into the Void, it slipped into human space behind you.
The mission quietly changes. Investigation becomes evacuation. You cannot win this — not yet, maybe not ever. Each run you fall back system by system, get who you can to the boats, decode another fragment of the alien archive, and hold the line a little longer than last time. The dread is abstract: machines eating matter, not blood. Safe for the whole crew.
▶ OUT THERE
A GALAXY THAT FIGHTS BACK
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GO INSIDE
SEND THE PROBE
Some wrecks won't give up what's inside from the outside. Science flies the probe on a bare vision cone in the dark; Comms runs a slow scope sweep and calls out the fuzzed echoes. Sometimes something in there wakes to the noise. And the ship never stopped flying.
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HAZARD
DEBRIS STORMS
Rare systems the chart marks ⚠ DEBRIS, so going in is a choice the crew makes out loud. Boulders Helm has to thread, shrapnel the guns shoot out of the air, and impacts that put a system offline outright. At the eye: a foundry hulk worth the detour.
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HAZARD
MINEFIELDS THAT HUNT
Skirt the field and you're fine. Get inside a mine's lock radius and it wakes, turns, and comes after you faster than most hulls can run. Shooting it down is the answer.
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SURVIVAL
LIFE SUPPORT IS A JOB
It's a breaker, and behind it sits the crew's radiation shielding — the real health bar. Lose the plant, or drift past the sector's radiation line, and the shielding bleeds. It comes back slowly. It runs out permanently.
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STRANGE
NEW WORLDS
Derelicts with DO-NOT-ENTER beacons, drifting megastructures, and a sleeping leviathan you can survey for a fortune — or wake up, if somebody insists.
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THE FRONT
ALWAYS ADVANCING
Once the Unmaking is loose it never recedes. Husk-converted hulls join the enemy packs, colony convoys need their jump spool covered, and the pressure only climbs. Buy time, save who you can, come back stronger.