You Don’t Know What’s on a Planet Until You Get Close
In Flowrate, every planet might save you — or waste your last bit of fuel.
But you’ll never know until you're almost committed.
Here's How It Works:
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From far away, you only see where planets are
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As you get close, you can see how many fuel sites are on the surface
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But you still can’t see:
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How much fuel they actually contain
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Whether that fuel will be worth the cost of landing and escape
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You’ll get visual hints — just enough to tempt or scare you — but not enough to remove the risk.
Why This Matters
In Flowrate, every movement burns fuel. You don’t have time to visit every planet.
So when you see a planet with 3 fuel sites, do you:
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Burn tons of fuel to land and hope it’s enough?
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Fly past and risk running dry later?
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Gamble on a closer planet with just one site?
These choices are what make Flowrate fun. There’s no perfect path — just your best guess, under pressure.
What’s Next
I’m working on ways to add even more depth without making it overwhelming:
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Probes to get rough fuel estimates before landing
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Planet traits (like “Dusty” or “Dense Atmosphere”) that hint at conditions
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A light roguelite loop so every run feels meaningful, even when you die
Would you play safe, or risk everything for one more landing?
Get Flowrate
Flowrate
Status | In development |
Author | Arekcuta |
Genre | Survival |
Tags | 2D, physic, Procedural Generation, Space, Unity |
Languages | English |
More posts
- The Flowrate Visual Update(s) – Color, Contrast, and Cosmic Clarity15 hours ago
- Permanent Megastructures: Making Every Run Matter1 day ago
- Megastructures, Roguelite Focus, and Visual Pass7 days ago
- How Fuel Usage Works in Flowrate (And Why It's Dangerous)9 days ago
- Making Risk Feel Real in Flowrate13 days ago
- Updating the Surface - Building Better Worlds in Flowrate15 days ago
- Have You Played Flowrate Yet?29 days ago
- A Glimpse of the Future30 days ago
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