No life support
Our crews do not breathe. Scrubbers, oxygen tanks and pressure regulation are replaced by a single sign on the hatch: KEEP SHUT.
−11,400 kg payload per mission
Zombienautics // Game studio & publisher // Est. 2019
Zombienautics is an independent game studio and publisher. We make games about the science of postmortal spaceflight — crews that need no oxygen, no water and no return ticket — and help other studios launch theirs.
Directive 01 // Rationale
Zom·bie·nau·tics (n.) — the science of sending the dead where the living cannot follow. It is the premise behind every game we make: a near future in which space agencies stopped sending astronauts and started sending zombies. On paper, it is the most efficient idea in the history of spaceflight. Our games are about what happens next.
Our crews do not breathe. Scrubbers, oxygen tanks and pressure regulation are replaced by a single sign on the hatch: KEEP SHUT.
−11,400 kg payload per mission
The postmortal metabolism runs on stubbornness. Rations are limited to a sealed cooler of motivational meat, opened only for EVA compliance.
Galley module: deleted
Cosmic rays degrade living tissue over time. Our crews' tissue is already degraded. Deep-space dosage limits are now a formality.
Dose limit: not applicable
No reentry vehicle, no splashdown, no ticker-tape parade. Every gram saved on the trip home goes into going further.
Return mass: 0 kg
Directive 02 // Missions
A management sim about running a space agency whose crews cannot die, cannot think, and cannot be talked out of eating the flight engineer.
Co-op survival horror aboard a colony ship drifting towards the Kuiper belt. The hatch reads OPEN. It shouldn't.
Survival horror in low Earth orbit. Five crew members went up. Six are on board.
Launch services // Publishing
Zombienautics publishes games from independent studios: funding, production support, porting, QA, marketing and a launch window that actually holds. You build the payload. We get it into orbit.
Directive 03 // Comms
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