Survival Management — Fire Nation Chronicles

Mars
Survival

When the day kills and the night saves, survival demands inversion. Manage your isolated colony through lethal solar cycles where humans sleep during deadly daylight and work under stars. Every decision matters when failure means permadeath.

14min Full Day/Night Cycle
100% Permadeath Stakes
4 Nations, One Homeworld
Fire Nation Outpost — Post-Strike Operations
01 — Core Mechanics

Inverted survival where day means death

This is not another Mars game. The sun that powers your base also kills anyone caught outside. Automated bots work during lethal daylight while colonists sleep. When night falls, humans emerge for manual resource gathering in freezing darkness. Time management becomes survival strategy.

Day Cycle
5 Minutes
Lethal sun exposure. Unlimited solar power fuels automated bot operations. Humans must remain indoors or face instant death from extreme radiation and heat. Strategic automation planning determines colony efficiency.
Night Cycle
5 Minutes
Total base blackout as solar power fails. All bots offline. Human EVA operations become critical—battery-powered suits, stamina management, injury risk. Return before dawn or die.
Resource Depletion
Exponential Scarcity
Nearby resources deplete quickly, forcing longer night expeditions into dangerous territory. The further you venture, the better the resources—but higher the risk of failing to return before sunrise.
Archive System
Central Objective
Download the blackbox containing true history of the four nations and the Great Exodus. More solar panels mean faster downloads. Balance survival infrastructure against the drive to uncover forbidden knowledge.
Base Expansion
8 Building Types
Every structure adds solar capacity but demands resources. Living quarters, greenhouses, medical bays, bot workshops—each choice shapes your survival strategy and archive download speed.
Food Production Chain
3 Tiers
Raw synthesis, mushroom cultivation, prepared meals. Quality affects morale and health. All food spoils over time—no infinite storage safety net. Continuous production or starvation.
4
Factions
Fire, Air, Earth, Water—each adapted to their new worlds
1
Homeworld
The original planet that forced the exodus—now hostile
0
Communication
Capitol destroyed. Your base is isolated. Build the radio to survive.
Replayability
New Game+ mode: rescue other bases with harder conditions

The Fire Nation's cultural amnesia

Your colonists don't know the truth. Generations of propaganda erased the exodus from official history. They believe they're alone—or that the other nations are monsters, not human. Religion replaced remembrance. Radio silence became doctrine.

The archive blackbox contains everything: the original crisis, the four-way split, the truth about the other nations. But downloading it takes time, energy, and solar panels you might need for survival. When you finally build the radio transmitter and break silence, the Air Nation responds first. They've been watching. They know what happened.

  • Animal-themed spacesuits preserve mythology from the original planet
  • Heavy exoskeletons compensate for high gravity environment
  • Centralized propaganda system maintained pre-strike isolation
  • Applied science focus: survival engineering over pure research
  • No natural plant or animal life—only ants and microbiota remain

Built for depth, designed for stakes

Permadeath colonists. Resource depletion that forces risk. Day/night inversion that inverts the genre. A universe with four games planned across four nations. This is the Fire Nation's story— the first chapter in a franchise built on meaningful choices and genuine consequences.