EVERY LAST ONE
Expedition file / 2085

EveryLast One

A strategy game with survival at its core.

Your crew members will often die, and sometimes even entire colony may be lost.However, it is up to you to make the most out of each defeat.

Read development log
Mission brief

One world. One crew. No clean reset.

Command a failing orbital reserve above one procedurally generated planet. Choose the first landing, bring people and supplies down, then keep the colony alive one deliberate turn at a time.

10
Planet Archetypes
249
Authored Biomes
9
Material Properties
100%
Turn-Based

One Hostile Planet

A seed makes every world reproducible. Difficulty shifts the archetype lottery, while weather, day and night keep changing the terms.

01

Turn-Based Command

Build teams from named specialists. Their skills, mood, relationships, and command shape every operation.

02

Survival First

A decaying ship, life support, disease, and the weather. Crew will die. Colonies can collapse.

03
Current alpha systems

World Memory

Playable in alpha

Significant decisions and consequences enter a linked chronicle. The colony remembers who did what — and why it mattered.

Living Environment

Playable in alpha

Day/night cycles, deterministic storm schedules with forecasts, and toxic or irradiated hotspots.

Epidemics

Playable in alpha

SIR-model disease: emergence, spread, detection, and mortality — countered by clinics, treatment, and quarantine.

Command & Respect

Playable in alpha

A 12-grade rank ladder and chain of command. Respect is earned per relationship — promote the wrong person and feel it.

Mood & Traits

Playable in alpha

Stress, trauma, and explained satisfaction channels. Traits crystallize from what each character actually lived through.

Social Network

Playable in alpha

Directional bonds, mentorship, and rivalries that change how teams perform — and where trouble starts.

Factions & Secession

Playable in alpha

Discontent organizes into factions. Settlements can break away — a contest of will versus force.

Sectors & Delegation

Playable in alpha

Governors run administrative sectors while experience shapes the quality and risk of automated exploration and logistics.

Procedural Materials

Playable in alpha

Unknown raw materials revealed axis by axis through analysis. Recipes only match properties you have uncovered.

Tactical Combat

Framework in alpha

An AP-based framework for cover, guard, and withdrawal already feeds consequences back into the colony. Tactical depth is still expanding.

Crew manifest

People, not counters.

Individuals are represented by specialists — named characters with skills, professions, moods, and histories. Teams built from them carry out the colony's critical operations.

Current alpha tuning
5×
Colonists
Specialist

Recruiting converts settlement population into a named specialist. Your colonists are both your workforce and your recruitment pool.

Colony orders powered by specialists

SurveyMineBuildAnalyzeProduceTransportPatrolResearchTrainPromote
  • Use-based skill growth plus a separate education channel
  • Traits crystallize from each character's service record
  • Mood, stress, and trauma with explained satisfaction channels
  • Directional relationships — bonds, mentorship, rivalry
  • 12-grade command ladder where respect is earned per relationship
  • Permanent cryo losses and a chronicle that preserves major consequences
Illustrative crew dossiers
Chief Medical Officer

Dr. Elena Martinez

Stressed

Trait / Compassionate

Steadies morale around her — but absorbs stress from every loss

Containing an outbreak at the clinic

Lead Engineer

James Chen

Focused

Trait / Perfectionist

Meticulous work, slower pace — and friction with improvisers

Triaging the decaying ship's modules

Colony Leader

Commander Aria Okafor

Alert

Trait / Inspiring

Rallies the chain of command in crises — expects the same in return

Storm forecast puts landfall two turns out

Field Scientist

Dr. Yuki Tanaka

Analyzing

Trait / Patient

Thorough analysis, deep revelations — rarely first to report

Unlocking an unknown compound's exotic properties

Eight skill domains
Science
Research & analysis
Construction
Building & fabrication
Operations
Running settlements
Medicine
Treatment & epidemics
Combat
Tactical effectiveness
Extraction
Mining & deposits
Logistics
Transport & supply lines
Recon
Exploration & scouting
Material intelligence

Nothing comes labeled.

Each world generates unfamiliar materials. Analysis reveals their properties, and production can only use what the colony understands.

9
Hidden Property Axes
28
Raw Materials per World
4
Material Categories
264
Biomes to Prospect
01Deposit location

Discovery

Exploration uncovers a deposit. Its contents remain unknown until a specialist begins analysis.

02Basic axes

Field Analysis

Analysts work the deposit and reveal the basic property axes first: density, hardness, melting point, conductivity.

03Exotic axes

Laboratory

A laboratory digs into the exotic layers: reactivity, toxicity, flammability, energy content, radioactivity.

04Knowledge gate

Processing

Research unlocks processing. Known properties qualify materials for recipes, parts, and fuel.

Ten archetypes, 264 authored biomes — every world prospects differently.

Terran
Oceanic
Jungle
Desert
Tundra
Frozen
Ice
Scorched
Volcanic
Barren

What you learn feeds straight back into survival: fuel recipes burn in the energy report, fabricated parts keep buildings, modules, and equipment running, while transports and supply lines move it all where it is needed.

Planetary survey

Ten ways for a world to resist you.

A seed makes the world reproducible. Difficulty shifts the odds toward harsher archetypes, or you can pin one yourself.

01 / 10live generated survey
Archetype record

Terran

Viable

Temperate worlds with near-standard pressure, moderate moisture, and standing water. The kindest draw the lottery offers.

Day range
-3°C to 32°C
Night range
-8°C to 22°C
Atmosphere
0.7 – 1.3 atm
Moisture
Moderate (40 – 60%)
Standard500 pts

Gentle draw — the harshest worlds stay off the table

Harsh420 pts

Harsher worlds likely, mild ones a rare draw

Extreme350 pts

The mildest worlds are off the draw entirely

This browser survey runs the game's actual procedural world pipeline — the same seeds, climate model, and biome catalog. In-game worlds can reach 6,424 × 3,212 locations and support data layers for temperature, moisture, elevation, toxicity, radiation, and seismicity.