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STELLAR DRIFT
SPACE ACADEMY · SIMULATION
Welcome to the Space Academy Simulation.
For you to get license to own a spacecraft with weapons, you need to pass this simulation. Get used to the control mechanisms, the steering rocket as well as the rocket weaponry.
You pass if you can get 500 points without exploding.
Good Luck!
PRESS ANY KEY TO START
GAME OVER
PRESS ANY KEY TO RESTART
LEVEL PROGRESS
PAUSED
PRESS ANY KEY OR TAP TO RESUME
LICENSE GRANTED
Congratulations! You have now earned license to flying a weaponized spacecraft of small type.
PRESS ANY KEY TO ENTER QUARTERMASTER
250
QUARTERMASTER
EQUIP FOR NEXT MISSION
YOUR SHIP — THE DRIFTER
SPACECRAFT
Tiny Second-Hand Spaceship800
WEAPONS
Old Rusty Spacegun from a pile of junkFREE
Weak Laser80
Rented Machine Gun250
Rocket Launcher600
UPGRADES
Rocket Motor Boost +20% thrust50
Shield Generator blocks shots & rams for 2s — 1 use per battle100
ACCESSORIES
Storage Shelves +1 rocket in the magazine20
Tea Kitchen Kit mood drops 20% slower35
Coat Hanger +10% hull points5
Pilot Seat +10% turn speed15
Lighting Rig +10% fire rate25
CLEANING SERVICES a tidy ship lifts the mood — +1 starting mood per 30 spent (max +2)
Fresh license in your pocket and the keys to your first vessel, you set course for home.
But the trade lanes aren't what they used to be. Halfway through the asteroid corridor your comms light up — scrap-rigged engines, pirate signatures closing fast. No life signs aboard — just unmanned drone hulls the cartels set loose to pick off graduates like you.
There's no turning back, Brian. Fight your way home.
PRESS ANY KEY TO ENGAGE
STAR MAP
PLOTTING COURSE…
PIRATES BREAK OFF
The raiders have taken heavy losses. One by one their engines spool down and peel away into the dark.
On an open channel the captain mutters — bitter, exhausted: "This one isn't worth the catch."
PRESS ANY KEY TO CONTINUE
HOME
JOURNEY'S END
The last engine spools down. Home — or what is left of it.
The roof torn open to the stars. The rooms gutted, cold, still smoking. Brian moves through the wreckage in silence, sorrowfully turning over the old things — the family portrait still hanging on the broken wall, the shattered china, the little things they touched every day — searching for any sign, any trace, of where his wife and daughter so suddenly vanished.
Whoever did this left nothing behind. Except — there, pinned under the shattered china — a fold of paper.
Her handwriting, Brian.
PRESS ANY KEY
FOUND IN THE WRECKAGE
Brian —
Kurtar ships. Too many.
They are taking us to Betelgeuse.
We are alive. Stay alive too.
Find us.
The Kurtars. Slave traders — they trawl the burnt-out systems and sell what they take in the flesh markets under Betelgeuse's dying red light.
Half a galaxy from here. It doesn't matter.
They're alive, Brian. Set course for Betelgeuse.
PRESS ANY KEY TO SET COURSE
THE EMBER MARKET
STELLAR DRIFT · CHAPTER TWO
Through the last of the escort fleet, and there it lies: the market. Pontoon harbors and auction blocks strung through the wrecks, every berth guarded, every lane watched, all of it soaked in Betelgeuse's dying red light.
Somewhere in there is a ledger with two names in it.
Go and read it, Brian.
PRESS ANY KEY TO ENTER THE MARKET
TOGETHER
STELLAR DRIFT · END OF CHAPTER TWO
The Warden's flagship burns out over the Iron Nursery, and in the sudden quiet a small shape climbs through your airlock — thinner than you remember, eyes too old for her face. But alive. Alive.
She doesn't cry. She looks back once at the red horizon, then up at you:
“Dad… they took Mom on the big ship. The one with the golden hull. I memorized its name.”
The search continues — together. Her story picks up in a coming chapter. Until then, the lanes around the Ember Market are still crawling… and now there are two of you aboard.