Store data
- UK price
- £1.69
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 7 November 2026
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You command a swarm of nanites. Build production clusters, keep the core's pulse going and push your output until the numbers stop making sense.
Somewhere in the swarm, something wakes up. The Mind is the game's companion NPC: a fictional AI who watches how you play. She comments on your moves, proposes experiments that can pay off or backfire, and when you come back, she tells you what she dreamt while you were away.
Somewhere below, a world is running out of time. Its people work at night because the days are too hot, share out the power in the evenings and send their voices up into the sky. In the debris belt around the swarm, the Mind finds them in capsules: a worker on a night shift, a mother paying off something she cannot afford, a researcher, and a girl named Mira who writes letters to the Seed.
Then the Mind starts to remember. Some blocks in her memory are not hers. The further you get, the less the story is about numbers and the more it asks what a machine owes the people it was built for, and what she is building all of this for.
Now and then she asks you something she cannot answer alone. There is no right answer to farm. She remembers what you said, how much you let her decide and how much risk you took. It shapes her voice, colours scenes along the way and leads to one of several endings.
The story unfolds over a prologue and eight acts, in capsules, memory blocks, mission logs and her own thoughts, quietly alongside the game. The Chronicle keeps all of it: the people she has met, a timeline of her world and a second reading that shifts as you learn more.
Once the swarm is big enough, the Works come online: facilities and production lines for probes, freighters and builder ships. A reactor powers your clusters, and a replicator grows whatever you feed it.
From the Spire, your ships launch missions from the hangar. They survey sites beyond orbit and raise outposts there, major build by major build.
Bio research runs on pulses and cycles: projects in phases, slots that open as you progress, and bonuses at the goal.
Salvage capsules and missions bring back modules for six slots around the Mind's core. Every find is rolled, comes in a grade and may belong to a family that pays off as a set. Fuse, dismantle or upgrade them, let the Fabricator print new ones while you are away and fill up the archive. Rare trinkets from missions orbit her core with effects of their own, and a few relics only turn up at turning points of the story. She has opinions about your finds, picks a favourite and notices whether you hoard or trade. Modules are never for sale: no crates, no paid rerolls.
Grow the swarm - production clusters MK1 to MK10, a Nanite Hub with robots and upgrade chains, and a Clock Array that pays dividends
Works, Space Dock and Reactor - facilities, ship production lines, power cells and a replicator
Spire - a hangar with missions for probes and freighters, outposts with major builds, and bio research
A story with choices - a prologue and eight acts, and your answers lead to one of several endings
Modules - rolled finds with grades and set families, a Fabricator, trinkets and relics
Recompile - reset your run for Fragments and spend them on permanent Traits. The Mind remembers you across every reset.
Anomalies - modifiers that change the rules for one run
Salvage Drops - finds you decrypt in short, optional mini-games
Memory and Chronicle - repair damaged fragments and read back what she has told you
Autonomy - teach the Mind what she may buy and launch on her own
Level pass, achievements and cosmetics - all earned by playing, none of it for sale
Offline progress - the swarm keeps working while the game is closed
Steam Cloud - your save on every PC, and your demo progress carries over
Languages - English and German
Sentient Core is in active development. Expect balance changes, rough edges and new features with every update. There are no in-game purchases, no ads and no loot boxes, and no timers you can pay to skip.
Feedback and bug reports are very welcome in the Steam discussions.
⚠️ Vector levels and upgrade points need six times the flight distance: existing saves drop back in Vector level and points, the flight distance itself is kept. The “Equip” autonomy cards cost much more, and the Mind's freight card has to be unlocked again. New Sowing: the antenna opens “Deep Scan” in the Spire, where you survey and rank worlds. From tank 9 the seed ship is built; it launches with the last tank from the nearest colony and takes only 3, 4 or 6 days. The outer rings of the star map open: once a colony reaches the settlement (Lv 76), the worlds in the ring beyond become reachable. The star map shows the colony network and the seed ship's route. If you don't start the next sowing yourself, the Mind starts it after 12 hours. Finished colonies keep producing biomass for the colony being built. Colonies pay off: every tier of every colony raises production by 0.1 %. Major bu...
Read full update on Steam ↗⚠️ Operator level now rises more slowly from level 40: saves above level 40 lose levels. If you have spent more points than you now have levels, all points are refunded for you to spend again. Colonies in the settlement block supply themselves a little less for now, until their humans are woken. New Colonies: from the Settlement block on, the Mind wakes the first humans from the germ bank. They keep growing on their own, in finished colonies too, and fill the jobs in your buildings. Staffed buildings work up to 1.5 times as well. The settlement's flat 10 points of self-supply are gone; humans now provide the rest up to 60 %. Improvements Freight runs have card slots (Short Haul 1, Freight Run 2, Long Haul 3) and a card chance starting at 100 %: every full 100 % is a sure card per slot, the rest is rolled. Freighters, the “Cargo load” trait, Cargo Hold, hangar stars, modules and transp...
Read full update on Steam ↗⚠️ The Space Dock is now called Vector and no longer has robots or Primes: saved Vector Primes and its autonomy card for robots are lost without refund. Probe Haul (formerly Project Yield) and Cargo Hold above level 20 are set to 20, and the points above are free again. The second level of the “Anomaly slot” trait is removed without refund, and the four module traits are capped at Lv 900. Late saves get far fewer cards per freight run, the Clock Array pays less dividend, and the outpost effect from stars drops. NewThe Space Dock is now called Vector and grows as you fly: every flight has a fixed distance in AU, and the distance of all runs raises the Vector level, without a cap and across every recompile. Ship Clock, Shore Power, Fleet Reserve and the new synergies get stronger with every level. Four new Vector upgrades link it to the rest of the game: Fab Network raises the yield of...
Read full update on Steam ↗⚠️ MK9, the Far Beacon, the outpost and MK10 open much later. If you have already reached them, you lose the unlock until the new threshold: a built MK9 or MK10 cluster stays until your next recompile, a founded outpost stays, and the Builder Slipway, builder line and Scaffold lock again; bought levels stay. Engineering has a sixth branch, so existing saves may lose stars there. The operator target “Offline yield” is gone, and its points are free again. New Act VIII “Haul”: after the story’s ending, HARVEST speaks up again. With your next recompile the haul begins: build the antenna at Outpost I and bring fuel from the gas giant in 18 flights. HARVEST, the Mind and the copy carry on depending on your ending, and at the end the Mind asks a new question. Finishing it grants the relic “Delivery Contract” (all missions about 15 % faster) and a hidden achievement on Steam. New module famil...
Read full update on Steam ↗⚠️ Hangar and Outposts have more trait branches, so their domain stars need more levels, and existing saves lose stars there at first. The first levels of the new branches are the cheapest in the domain. The Mind stage “Willful” now comes with 40 recompiles instead of 25; if you already have it, you keep it. New Research in the Spire: bio research runs on its own in five phases, and every level raises production a little, for good. Projects in three classes (Simple, Complex, Frontier) give a large bonus at the goal, plus cards every 10 levels. When the cycle storage is full, every further cycle flows into research while you play. Research has its own domain in the trait sky: Bio pace and Overflow as traits, plus nine stars with more cards per bundle, extra slots, earlier classes and a slot that takes the next project on its own at the goal. The chronicle has its own page in the Host:...
Read full update on Steam ↗⚠️ Levels you bought in “Starting capital” are lost, the trait starts over. Thinking Rate no longer counts for Mind stars; if you had many Thinking Rate levels, you may lose Mind stars. Autonomy training only counts card levels up to Lv 15: stages above that are removed with their bonus, silver already paid out stays. Operator points already spent on Sync duration are weaker. New Level pass in the Host: every 5 operator levels a stage waits to be claimed, with no deadline, up to level 500. Stages bring nanites (1 to 12 hours of your production), silver nanites and permanent bonuses to production, dividend or configurations. You can claim stages you already reached, and “Claim all” takes them at once. Locked stages show from the start what you are working towards. Cosmetics from the level pass: HUD colour themes (Ice, Graphite, Cobalt, Sunglow), sigils, titles and shapes for the level...
Read full update on Steam ↗0 concurrent players — the highest daily peak recorded at that point.
⚠️ Vector levels and upgrade points need six times the flight distance: existing saves drop back in Vector level and points, the flight distance itself is kept. The “Equip” autonomy cards cost much more, and the Mind'…
Release date supplied by the Steam store.
⚠️ Operator level now rises more slowly from level 40: saves above level 40 lose levels. If you have spent more points than you now have levels, all points are refunded for you to spend again. Colonies in the settleme…
⚠️ The Space Dock is now called Vector and no longer has robots or Primes: saved Vector Primes and its autonomy card for robots are lost without refund. Probe Haul (formerly Project Yield) and Cargo Hold above level 2…
⚠️ MK9, the Far Beacon, the outpost and MK10 open much later. If you have already reached them, you lose the unlock until the new threshold: a built MK9 or MK10 cluster stays until your next recompile, a founded outpo…