Eight machines, one thumb each. THE CUT asks the only question this station has ever asked — can you find 0.618 by eye? — and tells you how golden your eye is. Three more are about catching the crew and keeping them aboard. The Beam lands a vessel every lock, never an empty claw. Every free machine has a DAILY board that is the same for everyone, so you can share your run and argue about it. Sponsor-fueled, no chances for sale.
Keys or thumbs. Every screen tells you its controls before it starts. Every alien you catch stays in the holding bay.
Every alien you catch, net, or seal back aboard stays here. The mothership wants them back. The crew is counting.
STATION-WIDE COUNT COMES ONLINE WITH THE VAULT WORKER · YOUR TALLY LIVES ON THIS DEVICE FOR NOW
Three spots on this deck — one near the top, one in the middle, one at the foot — priced top-down. The whole free arcade runs on them. Nothing else on this deck is for sale but vessels.
Everything humanity has ever done to find aliens, it did by looking for water. Real records first, sourced. Station lore after — marked, and only ours.
The Beam sells vessels; the game decides which one. One lock is one vessel at the play price — the standard crew vessels are the floor, salvage is the upside. It is skill: the beam is never rigged, the field runs on live inventory, and when a one-of-one leaves it leaves for everyone. No empty claws. No chances for sale. 18+.
The Catch, Hatch Patrol, The Net, Dock, Cargo Stow, The Squeeze and First Contact are free and sponsor-fueled. Scores are for the board and for discounts on vessels — never for prizes behind a buy-in. Sponsors get one of three spots — top, middle, foot — and the top spot carries the billboards inside every machine. Otherwise this deck is ad-free.