Your home is a giant turtle. On its back, you’ve built a base: the only safe place in this hell. From here, you set out on raids for resources, equipment, and answers. Your goal is to reach an abandoned cosmodrome and leave the planet. To see the sun. But first, you’ll have to survive the darkness In Stolen Sun, you ha…
Your home is a giant turtle. On its back, you’ve built a base: the only safe place in this hell. From here, you set out on raids for resources, equipment, and answers. Your goal is to reach an abandoned cosmodrome and leave the planet. To see the sun. But first, you’ll have to survive the darkness
In Stolen Sun, you have no permanent flashlight. Only temporary light sources: flares, signal rockets, chem lights, lidars, echolocators, and motion detectors. Your field of view is about five feet; everything else is lost in the gloom. Light helps you find your way, but it attracts local predators. Monsters are nearly impossible to kill — you can only stun them by throwing an object and run.
On the turtle’s back, you build your base: workbenches, machines, storage and processing modules. Upgrade your hub to venture into more distant and dangerous locations. It’s your only home. And your only chance of salvation.
Each location is a large open vertical space with a unique ecosystem. Somewhere, plants accumulate bioluminescence and glow after being touched by light. Somewhere, vines grow upward as long as a beam is aimed at them. Somewhere, hurricanes of sharp leaves periodically sweep through.
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