๐Ÿš€ Space Dwarf

0 PLAYS Simulation
Your ship is a junkyard with guns. The machines want it anyway.
WASD - Move
Space - Interact (pick up / put down)
Delete - Discard the item you are holding
M - Mute
/ - Cheat
1-8 - Jump to an encounter
Click an item - View description

Tip for making Ceramic Armour at the start:
Pick up Mater and place it in the Furnace. After a short wait, Heated Mater appears.
Pick up a Form that matches the shape, set it on the Anvil, and pour in the Heated Mater to make a Filled Form.
Add Quencher and let it cool to get a Tempered Shape.
Place two Tempered Shapes on the Wooden Table, assemble them, then put the result on the Archive Table.
Press Ready to continue to the next mission.
You are a space dwarf who has been drifting for something like two hundred years, which is long enough for the shipโ€™s machine mind to develop opinions. The hull is a workshop that forgot it was a home. Benches, a furnace, an anvil, a wooden table, an archive โ€” combat will want missiles, shields, lasers, and ceramic plates, and none of them arrive as a finished crate.

The early hours are a recipe spoken with your hands. Mater goes in the furnace and comes out heated. A form sits on the anvil. Pour, quench, temper. Two tempered shapes meet on the wood, then the archive, then a Ready button that pretends the next fight was always the point. Later rooms ask for the same grammar in uglier metals.

The intelligence that runs the lights grows less polite the more you arm the junkyard. Encounters arrive like appointments. You walk the floor, pick a piece up, put it down where the recipe insists, and hope the next boarding party wanted a ship that still smells like quench water.

People stay because a lonely dwarf making armor is funnier and sadder than a lonely dwarf firing it. Click an object when you forget its name. The machines will not wait for you to remember. The yard was already a weapon. You are only finishing the paperwork.
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