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.
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.
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.
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.