Nishi Drift

Stranded on a dying salvage hauler, emitted from the same certified Nishi game parts as Nishi Frontier — but a different genre entirely: survival, not accumulation. Your oxygen and hull bleed away every cycle; scavenge the sectors, take risks for parts, keep breathing until rescue. You can lose this one.

Click a sector (or press 15) to scavenge — each cycle costs oxygen. At a wreck, R dive deep for more parts (risk hull) or Safe-grab. Repair the beacon (60 parts) and survive to cycle 12 to be rescued. Oxygen or hull to zero ends the drift. Skill rises as you scavenge, lifting every yield.
Composed from the same parts as Frontier — different mix, different genre: loottable (salvage tiers) · rpgstats (rising scavenge skill) · gamehud + wire_harness (risk/safe menu) · game_raster (render) · gamesave (persistence) · event hazards (plotgen-style). Proof the recombinator composes forever: build each part once, emit many games.  ·  more Nishi games →
Nishi Drift rendered by the sovereign NishiLang engine
The same survival game rendered by the sovereign NishiLang engine (nx_drift_engine) — our own integer renderer, no JS. Its self-gate proves the composition 7/7, measured on two honest experiential axes: visual quality RICH (scored by a critic that fails flat art) and mechanical depth DEEP (a cautious session reaches rescue at cycle 12; a reckless deep-diving one dies at cycle 9 — strategy decides win/loss, so the game genuinely can be lost). Deterministic, save/load transparent. A different genre from Frontier, from the same certified parts.