Power allocation
Every module has a priority. When output drops, low-priority rooms go dark first and a battery buffers the gap.
SYS // ESV Meridian
The ship remembers.
Keep a damaged research vessel alive at the edge of charted space. Repair failing systems, guide a small crew, study the organism spreading through the decks, and live with the consequences: every overload, every outbreak and every hard choice leaves an echo.
SYS // Mission brief
You are the caretaker of the ESV Meridian, a damaged research vessel drifting through an unexplored region of space. A mysterious systems failure woke the crew early. Critical systems are unstable, and an unknown bioluminescent organism, the Lumen Bloom, is spreading through the ship.
Repair the ship, keep the crew alive, research the anomalies, explore nearby destinations, and find out what happened to the original expedition. ECHO STATION is a management game about a ship that does not forget: what you do to it, and what happens inside it, shapes what it becomes.
SYS // Duty cycle
Every shift follows the same rhythm. What changes is the ship underneath you, because the consequences of the last cycle are still there when the next one starts.
Patch hull breaches, worn modules and failing systems before they cascade.
Lay out new rooms on the hull grid and route power where it matters.
Assign repair, research, maintenance, expedition prep and emergency response.
Study anomalies and unlock new modules across four research branches.
Send expeditions to nearby destinations and bring back salvage and answers.
The ship records what you did. Echoes change the next round of decisions.
Consequences feed back into repair: the loop closes, and the ship you are fixing is the ship you shaped.
SYS // Ship management
The ESV Meridian is an isometric 2.5D ship you can pan, zoom and build on, room by room, across a 10×10 hull grid. Underneath the rooms runs a real simulation, so every layout decision has a cost.
Every module has a priority. When output drops, low-priority rooms go dark first and a battery buffers the gap.
Oxygen, food and water are produced, stored and consumed. Shortages hit the crew long before they hit the hull.
Heat flows between neighbouring rooms. Reactors overheat their surroundings; exposed rooms freeze without it.
Modules wear out with use and stress. Neglect them and the hull breaches, venting the room to space.
Some modules have to be researched first. Placement matters: heat flows into neighbouring rooms, anomalies spread through them, and power is shared by priority.
SYS // Echo memory
Echo Memory is the heart of ECHO STATION. Events do not simply end: they leave traces in the rooms where they happened, and those traces change how the ship behaves from then on.
Every echo is listed in the Echo archive with its cause and its consequences, so you can always read why the ship is acting the way it is.
Nothing that happens aboard is ever fully over.
Research // Echo studies
An echo is a problem until you understand it. Research can turn the ship's memory into an advantage.
SYS // Crew manifest
Your crew is small, tired and very human. Each of them has skills, traits, health, morale, fatigue and memories of what they have been through, and all of it affects how well they work.
Keeps the reactor honest. The fastest pair of hands on any repair.
Wants to understand the Bloom before anyone burns it out. Sometimes too close.
Plots every expedition and stays level when alarms start.
A drifting cryo pod is out there. Bring them aboard and the crew grows to four.
SYS // Research tree
Laboratories and scientists produce research. Spend it to unlock modules, harden the ship, chart a way forward, and understand the ship's memory.
SYS // Anomalies & expeditions
Three anomalies, each spreading to neighbouring rooms by rules you can learn and read. Contain them, purge them, study them, or put them to work.
A bioluminescent organism. Grows in warm rooms, twice as fast in organic ones, breathes oxygen and feeds on residual energy.
A resonance that lives in powered machinery. Grows with power flow, drains power and causes surges. Starve it by switching the module off.
A cryogenic crystal lattice. Grows in the cold, fastest on the hull edge, chills and cracks its room, and melts when warmed.
NAV // Expedition map
A campaign with a real ending, and three different endings depending on how your ship evolves:ContainmentSymbiosisResonance
Reactor instability, oxygen shortage, decompression, crew conflict, power surges, contamination warnings, salvage, research breakthroughs. Each one asks you to choose.
The ship keeps running while you are away, capped and with safety floors, so a break never ends your run.
Run separate ships side by side. Saves stay on your device.
Unlock achievements and raise your captain level as you play.
Clear text, status indicators that never rely on colour alone, and reduced-motion support.
SYS // Visual log
Captured from the current build of the game. No mock-ups.








SYS // Transmission
A first look at the ESV Meridian in motion.
The trailer is being cut from the current build. It will be posted here when it is ready.
SYS // Distribution
ECHO STATION is coming to Android and iOS. The full campaign is free to play, with no ads and no in-app purchases in this version. Store pages will be linked here as soon as they go live.
The Android version is in development.
The iOS version is in development.
SYS // Queries
Yes. The game plays fully offline and never needs a connection. Time away from the ship is simulated when you return, within safe limits, so you do not come back to a wreck.
The full campaign is free to play. This version has no ads and no in-app purchases.
None. There are no accounts, no analytics, no advertising and no crash reporting, and the game makes no network calls. Details are in the privacy policy.
Android and iOS. Both versions are in development and the store pages will be linked here once they exist.
Saves are stored on your device only, in three separate save slots. Uninstalling the app deletes them.
Not yet. ECHO STATION is in development and working toward its first test release. The campaign is designed with a real ending, and three different outcomes depending on how your ship evolves.
More detail on data handling is in the privacy policy.
SYS // Comms
Found a bug, stuck on something, or have a question about the game? Get in touch through GitHub.
Bug reports, questions and privacy requests go to the issue tracker. Please describe your device, the save slot and what happened.
Open GitHub issuesFollow development and see how the simulation works under the hood.
View the game repository