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.
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 →
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.