
One person buys and installs it on the TV. Everyone else scans the QR code and their own phone or laptop becomes a bridge station, no install, no second copy. Nobody aboard sees the whole picture, so the ship only works if you talk. Crews of 1 to 9, and death is permanent.
Modeled estimate, not a reported figure. How we estimate →
About
Space Couch Command turns your living room into a starship's bridge. Install it once on the computer attached to your TV, and that screen becomes the viewscreen.
Just people and the screens already in your house.
Pick a hull to fit the room.
Science's scan is what reveals an enemy's subsystems — so Tactical can't pick a target apart until Science calls out what's there.
Engineering decides who gets power while the core heat climbs toward the red line, and life support is a breaker one person is responsible for. Comms hears the pirate's demand and has to relay it before the window drains.
When the shields buckle and the reactor's redlining and someone's yelling "HARD TO STARBOARD," nobody is looking at their own screen any more.
Every session is a run through a procedural galaxy: jump between systems, follow faint signals, and slip through wormholes to the edges of the map. Name your ship before you launch; that name is your save slot, and the run waits while the crew sleeps.
Death is permanent and deletes the ship. But banked salvage, refits and every fragment of the alien archive you recover carry forward. The next crew starts with the guns you paid for.
An amber CRT flickers awake: PRIORITY ONE, from Fleet Command. Something is out there, a patch of pure nothing that returns no mass, no light, no signal, on a heading for the inner colonies. Your ship is the closest.
What you find is a cloaked ark the size of a small moon, and a sleeping people inside it: the Ossari, fleeing something that takes matter apart and does not stop. The crew stops translating the record's word for it aloud.
Investigation becomes evacuation. You cannot win this. The hulls it converts turn up in the enemy packs, and the truth surfaces piece by piece: a half-decoded transmission, a scrap of salvage that shouldn't exist.
Nothing gory: the enemy eats matter, not people. The horror is what the instruments don't show you.
Some wrecks won't give up what's inside them from the outside. You carry two survey probes. That is it, until you find or buy more.
And the ship never stopped flying. If Helm jumps out, the tether snaps and whatever the probe was carrying is gone.
Submarine-tense pacing on a retro-CRT bridge: green phosphor, humming reactors, and a klaxon you never want to hear.
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Languages: English
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.3K | 11 | 100% | $14.99 | |
| $87.2K | 77 | 71% | $29.99 | |
| $6K | 22 | 73% | $6.99 | |
| $2.5K | 9 | 78% | $6.99 | |
| $935 | 3 | 100% | $9.99 | |
| $0 | 254 | 83% | Free |