Ostrava Combine · Office of the Charter

WELCOME

OSTRAVA COMBINE · OFFICE OF THE CHARTER

KPR-6 SHIP MANAGEMENT SYSTEM · REV 4.07

VESSEL HAULER 17 · OLM-H-0017 · CHARTER 0417-G

HULL ........ NOMINAL

REACTOR ..... NOMINAL

LIFT ........ SIX FIELDS UP

CONTRACT .... NONE ON FILE

KEEPER IS LISTENING.

> WHAT IS MY MISSION?

MISSION PARAMETERS ARE HELD BY THE OFFICE OF THE CHARTER.

> WHERE AM I?

YOU ARE WHERE THE COMBINE LEFT YOU.

> WHAT DO I DO?

SURVIVE.

Prospectus for charter holders · OC-0417-G

OSTRAVA INTO THE GREY

A first-person ship game set in the fog of a terraformed world, under a dim red dwarf. You live aboard Hauler 17, a cheap and patched OLM Yards hauler, and keep her alive in the Grey: storms, drifters, salvage, hydrogen and scrip.

Watch the trailer Status · in development
Exhibit A · Recovered footage · Hauler 17Running time 1:45

KEEPER boots, a swarm of drifters comes out of the dark, a storm takes the lights, and Hauler 17 runs for Dredger Seven. Every picture is the real game, captured frame by frame. Every sound is made in code: the guns, KEEPER's console, the radio's squelch and the score.

Clause1

The charter world

A rocky world a little smaller than Earth, about 0.8 g, under a red dwarf. Terraformed by the Ostrava Combine. Held under charter.

1.1 · The terraforming

A century ago the Combine raised atmosphere processors on this world: towers that stand from the ground to the high air and crack water and rock into air, hydrogen and heat. Crews call them the giants. The Combine also put a fleet of mirrors in orbit to warm the planet.

1.2 · Present condition

The processors were to be shut down when the work was done. The cause of the delay is . The mirror fleet is . The Combine has withdrawn its people from the surface and continues to hold the charter.

1.3 · Life by height

Everyone lives in layers. Going down is going into danger. Coming up into the light is coming home.

Hauler 17 climbing out of the fog into a violet sky, the red dwarf a hot disc behind her and a giant's shaft at the left edge.
FIG 1.1The climb out of the Grey into the high air. The red dwarf over a violet sky.
Hauler 17 at full burn through rain, her two engines glowing, with huge drifter shapes in the storm behind her and violet lightning ahead.
FIG 1.2Full burn through a storm front. Large shapes in the murk.
  1. The high airabove 110 m
    Thin, cold and bright. The ring shows. Ice forms on hulls. Ships don't stay long.
  2. The fog sea−40 to 110 m
    Where life is. Floating islands, the giants, the dredgers, the Rookery. The fog has form: banks, wisps, a deck below.
  3. The deck−40 to −150 m
    The fog thickens and the daylight goes, like dusk under water. Downdrafts. Ships go down only on a job.
  4. The black−150 to −420 m
    The murk at its thickest. Work lamps flicker on the giants' legs. Junk hangs off them on cables.
  5. The wreck belt−470 and −585 m
    Broken ledges on two giants' flanks, where things that fell got caught. You can set down and walk them.
  6. The silt−420 to −780 m
    The last of the murk, near black. The growth on the giants' feet glimmers. Most lamps are dead.
  7. The Floor−800 m
    The old world, drowned. Mud flats, cracked salt, ruins and fallen ships. Bad air: three minutes of suit air outside.
Safe zone · fog sea

The Rookery

A dead Combine hydrogen works the size of a town, standing on three legs from the Floor. People built on it with what they could salvage, got the refinery working again, and now ships come for the hydrogen. The Quayside, the Market, the Stacks. Safe, not cozy.

Landmark · the deck

Dredger Seven

A huge machine that trawls the deck for anything that fell, with a foghorn and magnet fishers. You can set down on its landing deck and ride along. "Match our speed. We don't stop for anyone."

Overhead · the high air

The ring

The Combine's mirror fleet, dead, and the wreckage of what serviced it: a banded arc across the sky, seen properly only above the fog. Now and then a piece comes down, and the rumble arrives seconds later.

Ground · −800 m

The Floor

The colony's towns and farms under the murk. The giants' feet, the Rookery's legs, pylons chained into the mud. Black but for your lamps, the vents and the odd beacon. The best salvage is here.

Clause2

The chartered vessel

Your ship is your home and your headquarters. You walk her in first person, build her out room by room, wire her up, and take her into the fog.

Hauler 17's flight deck in a storm: violet lightning at the windows, amber panel lamps and green CRT screens.
FIG 2.1The flight deck in a storm. The glareshield's lamps, CONN live on the CRTs.

Hauler 17 is OLM Yards' H-class workhorse: the bridge in the nose, the crew deck, a cargo hall over the hold, the reactor and engine room aft, and a roof walk along the top. Two hydrogen mains push her. Six gravity repulsors hold her up, with a blue glow on whatever is under her.

Her lights are your safety. In the fog the world drains to grey and black; your floods push it back in a bubble of colour. Low power shrinks the bubble. A storm that kills your lights turns everything grey until you fix it.

OLM YARDS · H-CLASS17
NameHauler 17
RegistryOLM-H-0017
Charter0417-G
ClassMedium
Length × beam28.6 × 9.8 m
Crew2 to 4
Lift6 gravity repulsors
Drive2 hydrogen mains
Full burnabout 24 m/s
Hold600 units
Ship computerKPR-6 "KEEPER"
Hard points
F1F2A1A2B1B2D1L1

SOLD AS SEENDelivered with a K-30 twin autocannon on D1, a GJ-75 gyrojet on the roof strip and a K-12 rotary on A1. The rest stand empty.

Ship computer · KPR-6

KEEPER

OLM Yards' ship management system, on a green phosphor terminal on the bridge. All capitals, terse, a little old-fashioned. It reports power, lift, fuel and hull, keeps the log, lays in routes, works the radio and runs the drones. There are things it won't talk about.

KEEPER STIRS. THE OLD MACHINES ARE WILLING.

Ship control board

CONN

A tab for every part of the ship, live on the flight deck's four CRTs and clicked where they are.

SYSCAMSLIGHTSGUNSMAPDRONESSENSORSFUELCOMMSCREWREPAIRS

Breakers by hand, camera feeds in normal, night vision and thermal, the strike risk, the storm on the map.

Drydock design program

LOFT

At Drydock 3 beside the Rookery's quay: pick a hull, lay out the inside, fit the outside, run the checks, and launch. The part in your hand is a see-through ghost, green where it fits and red where it doesn't, with the reason at the pointer.

LAUNCH THE T-1 TICK

Eight hard points

Guns and the gunner's seat

Fixed, gimballed or turret mounts, bought apart from the guns. Power, heat and ammunition; the crew services them from the roof walk between fights. The gunner's seat looks through a periscope. Shield emitters take the first hits.

THE GUNS ARE AWAKE.

The wing

Drones and the Mite

The Mite is OLM's tethered work drone: a ribbed shell like a beetle's on a repulsor disc. Its cable carries power and data, because radio is poor in the fog. The wing adds collectors, defenders, repairers and lamp drones, each with its own callsign and orders.

The hold

The winch probe

A winch and a control stand at the foot of the hold's stairs. The probe pays out into the black on its cable with a lamp and a camera, and grabs what it finds.

Bridge ceiling

The holomap

A hologram of the sea projected over the bridge: the islands, the giants, the storm cells. Point at a place, lay in the waypoint, and the crew flies her there.

Left forearm

The wrist holo

A rugged unit strapped to your arm. Raise it on foot to see the ship, call her down to you on the Floor, or light her up from the roof walk.

Every broken thing

Repairs

Plating, holed tanks, a torn roof, gun mounts, hull cameras: each has a price and a time. Repairer drones weld the breach while you fly; the Rookery's own drones come out to the pads.

The holomap in green and amber lines: island contours, giants and a red storm cell, with a route being laid in.
FIG 2.2The holomap. A storm cell rolling in, the route laid to Dredger Seven.
The wrist holo projecting a green wireframe of the ship above the roof walk, with menus floating beside it.
FIG 2.3The wrist holo off your forearm on the roof walk.
Clause3

Conditions of operation

The Combine accepts no liability for losses in the Grey. Every hazard has a tell, a cost and a counter.

3.1 · Storm fronts

Every twenty minutes or so a front forms three kilometres upwind and comes down the wind across the sea: a cell of storm 450 to 700 m across, moving at 5 to 8 m/s. You see it coming as a dark wall on the horizon with lightning inside. Ride it out docked at the Rookery or the dredger, or run. Hauler 17 makes about 24 m/s at full burn.

ALL SHIPS, ALL SHIPS. STORM FRONT OUT OF THE WNW, 5 MINUTES OUT. PADS ARE OPEN. COME IN AND TIE DOWN.

3.2 · Lightning

Most bolts land elsewhere: in the sea, on wrecks, on the giants' crowns. Now and then a charge gathers on your mast with a rising buzz and a violet corona. Whether the bolt takes the ship depends on how you fly.

STRIKE RISK = 0.34 × HEIGHT × POWER × GIANTS
Hauler 17 at cruise height on full power: about 46%. Silent and low: under 10%.

A hit trips the breakers and costs 6% of the hull. A lightning rod on the mast grounds it.

Close along Hauler 17's dark bow in the storm, a violet lightning bolt striking the fog behind her.
FIG 3.1Along her port bow, the storm's bolts chasing behind.
Hauler 17 in her own floodlights in grey fog, drifters with long metal tentacles circling at the edge of her lights.
FIG 3.2Drifters circling at the edge of her lights.
3.3 · HAZARD REGISTER
HazardTellCostCounter
Storm frontabove the deckA dark wall with lightning in it; KEEPER, the map, the radioGusts throw the ship about; lightningRide it out docked, or run ahead of it
Lightningin stormsStrikes all round, then a hum and a violet corona on your mastBreakers trip, 6% hull; a drone or the radio mast can burnDive, power down, stand off the giants; a lightning rod
Downdraftthe deck, near giantsA roar, the fog streaming down past youPulls the ship downSpare repulsor lift; climb out
Rust fogbanks in the fog seaFog with a tan cast and a smellSlow hull damageScrubbers, hull coating, go around
Icingthe high airFrost spreading on the windowsIce adds mass; the lift check bitesHeaters, stay low
Debris fieldnear wrecksPings on the hull, things in the lamp lightImpacts: hull damageShields, go slow
Bad airthe FloorThe respirator hissThree minutes of suit air outsideSuits, air tanks, the Mite to drag you back

Drifters

Mechanical jellyfish: an armoured head with a visor of cold eyes, eight bladed metal tentacles. Free herds are shy. Guards circle every wreck and perch on the hull, and a wreck can't be salvaged while they live. They notice you at 30 + 150 × your signature metres, so running silent lets you get close.

Hull lice

Glossy black, segmented, too many legs. Below the deck, colonies find your ship and eat the seals. The tell is a dry skitter on the hull. They let go above the deck.

Kites and scuttlers

Gliders that roost on the island cliffs like moths and drop off the rock when a ship comes near. Dog-sized scavengers that pick at wrecks and scatter. Harmless, for now.

Something big in the deck

Heard, and never quite seen.

PvE · PvP

The world comes first: hazards, then creatures, then rival crews. Some crews are the world's own, like Carrion Salvage. Some are other players. Bases on the Floor need defending from both, and the Rookery's guns fire on anything hunting a ship near the port.

Clause4

The Ledger

One money, two names, and a barter economy the Combine would rather you didn't use.

LC
Ledger Credits · the Combine's name

Issued by the Ostrava Combine. Held as an entry in your account on the Ledger, or as stamped Ledger chits in a strongbox aboard.

SCRIP
The same money · everyone else's name

What the Grey calls credits. The Rookery takes it only as cash, at the changer's rate and a quarter, and keeps some things barter only.

THE CHANGER · MARKET LANE · THE SLATEEXAMPLE RATE · IT DRIFTS WITH THE NEWS
2.00 SCRIP A PLATE

NORMAL TRADING.

MATERIALBOOK LCROOKERY, SCRIP
PLATE22.50
GLASS67.50
CIRCUITRY810.00
ALLOY810.00
COMPOSITE4050.00
4.1 · Barter

Five materials buy goods and services all over the Grey: plate, circuitry, glass, alloy and composite. You get them by salvage: by hand on the Floor, with the probe, with drones, with the Wader's claw.

MATERIALS FIRST. SCRIP AT THE CHANGER'S RATE AND A QUARTER. NO LEDGER.
The dock-master's window, the Quayside

The changer in the Market lane is the only bridge between the Ledger and the Rookery: a wire cage, a strongbox bolted to the floor, and an old Combine pay-office terminal she taps into without asking. The armourer takes materials only. "Scrip doesn't stop a drifter."

4.2 · Hydrogen

Hydrogen is the fuel. At a Rookery pad you walk the nozzle on its 24 m hose to the fuel port, lock it on and start the pump: 10 kg a second, 30 kg for a plate.

4.3 · On loss of the vessel

What is on your person is safe: your account and what you carry. What is on the ship stays in the wreck for anyone to find: the cash aboard, the hold, her guns. She falls through the layers and lies where she hits, with an amber beacon on a stub mast. Her contents last two hours, her hull a day.

At a Rookery pad: a white fuel hose locked onto Hauler 17's fuel port beside scavenged pressure tanks, a crewman by the airlock.
FIG 4.1The hose locked on her fuel port, frost on the coupling.
The changer's green terminal: the slate of rates, sales of plate and alloy, cash and the Ledger balance.
FIG 4.2The changer's terminal: rates, sales, draws and pay-ins.

Every number in this clause is a starting number, tuned by playing.

Clause5

Shipwrights of record

Three makers build what flies in the Grey. The T-1 Tick and Hauler 17 fly today; the rest are on the drawing board.

OLM YARDSTHE COMBINE'S BUDGET YARD

Cheap and patched: exposed frames, boxy cargo, bolted-on fixes. Built to work, and repaired more often than they are built.

  • T-1 TickFlies todayA single-seat salvage skiff with a robot companion's cradle behind the pilot.
  • H-class HaulerFlies todayThe yard's workhorse. Hauler 17 is one.
  • W-4 WranglerDrawing boardA salvage tug that drags wrecks off ledges.
  • K-6 RoostDrawing boardA small drone carrier with two bays and a lamp-drone deck.
  • X-10 BreakerDrawing boardA salvage factory whose bow opens on a cutting bay. It eats whole wrecks.
Maker name:

THE MILITARY YARD

Sleeker: refined versions of the OLM ships, with a style of their own.

  • LanceSmallAn interceptor with a long nose and a single seat. Fast and fragile.
  • WardenMediumPatrol and escort: the H-class's lines cleaned up and armoured.
  • TalonMediumA VTOL gunship on four thruster pods that tilt from lift to thrust.
  • HalberdLargeA frigate with a long gun along its spine.

THE OSTRAVA COMBINE

Heavy, fortified, industrial. Gothic industry at enormous scale, with the crews it lost remembered on its walls.

  • Audit CutterMedium, heavyThe cutter that comes to the Rookery for an audit: an armoured box with a vault, a court room and a cell.
  • BulwarkLargeConvoy hauler and mobile depot, with its own repair shop.
  • Charter KeepHeavyA flying fortress over a region: buttressed towers, bays for cutters, memorial walls.
Clause6

The record

Frames from the game, captured in play for the trailer. In the fog the world drains to grey; point your light at one to bring its colour back.

Clause7

Status of the charter

OSTRAVA: Into the Grey is in development. There is no release date, price or platform yet.

  • IN PLAYHauler 17 in first person: walk her, fly her, dock at the Rookery and on Dredger Seven.
  • IN PLAYKEEPER, CONN, LOFT, the holomap and the wrist holo.
  • IN PLAYStorm fronts and lightning, downdrafts and debris fields.
  • IN PLAYDrifters, the hard points and the guns, the shield, repairs.
  • IN PLAYSalvage on the Floor, the probe, the drones, the Wader.
  • IN PLAYLedger Credits, scrip and barter, wrecks you can lose and find.
  • NEXTTogether: other players' ships, docking, trading, crewing each other's ships.
  • LATERThe surface and deep space. Ship companions.

The game runs in the browser, built in TypeScript and three.js. The models are voxel and hand-built kits with a separate pass for grease, rust and grime; the picture has a lo-fi finish of dithered darks, grain and a dot screen.