Project Helios builds around the star
Project Helios is restored as the creator-selected title, and the full game loop now serves its Dyson-sphere premise. Crews mine raw planetary resources, protect payload integrity, refine them into construction mass, and commit that mass to a shared collector around the system star. Legacy save and network identifiers remain in place so existing progress and rooms continue to work.
The rig extracts with a counter-rotating dual-crown Oscillating Corer. Orbital Mass Drivers refine and launch payloads underground, while higher rig tiers require completed Helios construction contracts instead of only a larger resource balance.
The Project Helios Campaign
The cooperative story path spans six acts and seventeen chapters. C.L.E.R.A. narrates the crew’s work as a stellar construction program reveals disputed charters, missing rotations, and a fight over who will control the finished sphere.
Chapter objectives use live systems: crews mine quotas, preserve payload purity, refine construction mass, complete rescues and contracts, investigate anomalies, defeat guardians, build shared infrastructure, reach extreme depths and altitudes, and deploy Dyson collectors. The story supports solo play and crews of up to six.
Star systems and distinct planetary conditions
Pilots can chart a direct Planet Drop or a Star System containing three to five candidate worlds. Six biome profiles—Aurora Icefield, Iron Tempest, Hollow Garden, Glass Dune, Violet Abyss, and Tidal Cobalt—alter gravity, cavern frequency, weather, mineral richness, pressure, and route planning.
The orbital chart lets the crew inspect telemetry before entry. The transition from system view to atmosphere continues into the live surface scene, while each planet in a system maintains its own survey state.
Deeper caverns carry physical consequences
Procedural caverns can contain water, mercury, and lava with different density, viscosity, drag, buoyancy, current, heat, pressure, and damage profiles. Breaching a chamber allows liquid to spill through mined openings, and mixed material can cool into recoverable deposits.
Depth zones change gravity, pressure, palette, current, heat, and story signals. Rare resources raise thermal signature, seismic surges punish careless timing, Signal Anomalies create temporary rule changes, and shared cavern guardians give armed crews a reason to bring Phase Shears and upgraded instruments.
Persistent crew expeditions
Planet rooms synchronize pilot positions, recovered cells, placed infrastructure, liquid state, shared upgrades, missions, bosses, and Dyson progress through the built-in relay. Rooms can be listed in the crew finder, protected with an optional access key, or shared directly with an invite link.
Expedition state survives a relay restart. Crew resonance improves nearby extraction, tethers support rescue work, and the shared Dyson collector requires construction mass and a crew deployment vote before the run closes.
Refining replaces the repeated surface cash-out
Helios Refinery processes resources, runs one integrated charge-and-shell logistics cycle, installs clearance-gated rig systems, coordinates station capabilities, and manages Dyson Assembly. Every expedition includes an Orbital Mass Driver that can refine and launch cargo underground at full value, so returning to the surface is a strategic choice rather than a repeated reset. A nearby Field Foundry provides structural pieces for platforms, launch ramps, boost routes, escalators, and elevator shafts.
Successful collector deployments award persistent Helios Marks. The Mech Vault uses those marks for rigs visible to the crew, while optional cloud profiles synchronize compatible progress, cosmetics, campaign history, and sky achievements between devices.
Mobile-first performance and flexible input
The game remains self-contained around a procedural canvas presentation, with procedural sound fallbacks and hooks for authored assets. Touch devices use a dynamic movement pad, dedicated action controls, a capped backing-store density, a sixty-frame-per-second ceiling, and reduced particle cost to limit unnecessary battery and thermal load.
Desktop browsers support keyboard play, while connected controllers provide movement, aim, thrust, extraction, and service shortcuts. PlayStation browsers receive their own rendering limits and fallback input path.