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DEADWEIGHT

PROTECT STATUS: not protected
Longread translated automatically

Know them before they’re gone

A first-person narration game about the last voyage of the black swan merchant caravan.

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Survival in the second Ice Age is not easy. The remnants of humanity have moved to huge mobile cities. They move forever on a white, unsuitable world, and their lives depend entirely on a network of commercial caravans.

Based on my NRI  — <laqua href="https://hsedesign.ru/project/16d7188ea4294bfdb195c29c6a4d9ee6" Target="_blank" rel= "noopener noreferer">Promersion»

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Caravan’s stuck in the middle of a war. The crew is fighting for the steering wheel. You’re a ballast nobody listens to. But with every disaster, your voice gets louder.

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You’re playing for the intern who got on the team of the experienced Novoterm crew. Your job is to do your job and maintain a good relationship with the crew.

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Your main tool is a corporate tablet on your left hand. The function is extensive, ranging from a corporate tap manager to a biometric data collector.

The tablet, collecting data on you, issues a report on your energy reserve for the day.

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Your entire team wears the same tablet. You can actually monitor their state of energy as well as the state of your machine.

If the character’s energy is low, you won’t be able to interact with it. The whole world doesn’t revolve around you.

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What does the intern do?

The captain will give you a car assignment this afternoon. The assignments will come to your tablet and represent a variety of mini-games. Also during the day, you can perform side activities that can affect both the machine and the crew.

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Each activity uses one to three energy charges, depending on the task.

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For successfully carrying out the captain’s tasks, you get rest points.

AFTER HOURS

Sleep can’t restore all your energy. We need to rest. You can spend your resting glasses tonight to spend your personal time with the crew members to regain your strength. Or you can finish what you didn’t finish in the afternoon.

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But there’s gonna be more problems. There’ll be less time to rest. A  shocks  — inevitable.

Support a depressed navigator or help a mechanic repair an engine element? Both options of validity and gameplay effects will have both options.

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With each passing day, the normal life of the caravan will be eroded more and more.

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DEADWEIGHT
Project created at 01.11.2025