SYSTEM STATUS: NOMINAL
GRID SECTOR: J-04
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GAME PAGE & FIELD NOTES Jovian Drift

SINOPE SECTOR // JOVICENTRIC OPERATIONS // 1:1 REAL TIME

ALPHA — IN DEVELOPMENT TARGET: Q1 2027 LIVE SECTOR TRAFFIC BROWSER-BASED

Jovian Drift is a narrative-driven, choices-matter space simulation set in the lawless Sinope sector, out past Jupiter's outer moons. The Jovian War is over, but the pain endures — and your brother is missing. Taking up an offer from the Jovian authorities, you take command of a hand-me-down drift vessel, a working AI core and a licence you only just passed for, and you go looking for him.

This is not an arcade shooter. Every panel on the ship is a real system you have to run. You cold-start the reactor in sequence, balance a dual electrical bus, pump fuel between tanks, watch heat build through a burn and dump it before the sinks saturate, and keep oxygen, water and filters alive while you do it. The sector runs in 1:1 real time on true Jovicentric orbital mechanics — a long burn is a long burn, and the traffic around you keeps moving whether you are watching or not.

“In my ten years of active service in the JAF, I never once saw an enemy ship during actual combat. This is the true challenge of space war. It makes sea borne submarine warfare seem like two boxers who are mere inches apart.”

ALPHA BUILD — the console expects a registered operator. Expect rough edges, and expect systems to change between builds.

WHAT MAKES IT DIFFERENT

REAL TIME, REAL ORBITS

Nothing is on a game clock. Moons, haulers, derelicts and mines are propagated on Jovicentric Keplerian mechanics referenced to Jupiter's centre, and they keep moving while you are logged out. Come back tomorrow and the sector has moved on without you.

THE WHOLE SHIP IS THE GAME

Startup sequence, dual-bus electrical with a bus tie, three-tank fuel management, heat sinks, life support, transponder and VIN, lidar, railgun, missiles and point defence. Switches, breakers and gauges — not an abstract “ship health” bar.

AN AI THAT TALKS BACK

Your AI core narrates the campaign, flags contacts and argues with you about what you are about to do. It runs on chip levels you can upgrade — and its ethical subroutines are a physical chip you can pull out, if you are willing to live with what that means.

BOARDING ACTIONS

Disabling a hauler is only the start. You EVA across to her hull, bypass the cargo lock through one of several security rigs, work your way through the airlock and main corridor past her crew, and take only what you can carry out.

A WORKING ECONOMY

Licences, registration, banking, repairs and refits all happen in their own terminals: JDSV for licensing, ShipYard for the hull, DockAID for the approach, SpaceBank for the money. Run out of fuel with an empty account and that is a real problem.

CONSEQUENCES THAT STICK

Fire on the wrong vessel and the Jovian Authority Fleet remembers. Outlaw status, bounty offers, salvage claims and the state of your ship all persist — there is no reset button between chapters.

THE CAMPAIGN — TEN CHAPTERS

  • SETUPShip SetupLicence, registration, cold start, first undock
  • CH 01Body of LiesTagging derelicts for the Authority — learning the trade
  • CH 02We're Gonna Need More MissilesThe first cargo raid
  • CH 03The Wreck of the J A S GaleA dead ship with one last video log aboard
  • CH 04POW Camp?Survivors, where there should not be any
  • CH 05Rest and RearmCoffee, filters, and a resupply raid
  • CH 06Tortuga BoundThe long burn into the Drift itself
  • CH 07The Vortex CorsairWhat the Gale was really carrying
  • CH 08HuntedSomebody wants the intel buried with you
  • CH 09Assault on Cold OrbitA prison transport, and a three-deck boarding
  • CH 10EndgameAnanke

SHIP SYSTEMS

Every system below is modelled, monitored and able to fail. The operator's manual is shipped in-game; this is the short version.
SystemWhat you manageHow it bites
Startup Battery → avionics → life support → engines, in order Skip a step and the next one will not come up
Electrical Main A, Main B, essential bus, and the bus tie between them A railgun shot on a single bus can surge the mainline
Propulsion Main tank, reserve auxiliary, RCS — and transfers between them Newtonian drift; there is no coasting to a stop
Thermal Heat sinks and auto-flush thresholds At 100% the ship sheds systems to avoid melting the hull
Life support O2, water, scrubbers, air and water filters Filters age out; a master alarm is your last warning
Tactical Railgun, EMP and shrapnel missiles, PDC banks, AMS field Ammunition is finite and mostly taken off other ships
Comms & IFF Transponder, VIN broadcast, ATC channels, traffic monitor Going dark is possible. It is also noticed.

📡 THE SECTOR IS LIVE

The traffic drifting behind this page is not decoration for its own sake — the sector in the game is a live, shared picture. JovianTrack is the same orbital tracking service the console talks to: civilian haulers, Authority patrols, derelicts and mines, all plotted in Jovicentric coordinates and updated as they move. You can watch it right now without owning a ship.
LIVE SIGNAL DETECTED Real Jovian vessel traffic, tracked in real time — see it now ↗

THE TERMINALS

The console is not the only screen you will use. Jovian Drift runs a small constellation of companion terminals, each its own application, all reachable from the ship:
TerminalPurpose
JDSVJovian Space Department of Space Vehicles — pilot licensing, vessel registration, permits
DockAIDDocking assistance and approach guidance for station and port operations
ShipYardHull, refits, repairs and the vessel schematic
DockStoreStores, consumables and ordnance resupply
SpaceBankAccounts, transfers, bounty payments and the bills that follow you
BattleOpsTactical engagement console — lidar lock, missile tagging, ordnance management
JovianTrackSector-wide traffic and orbital tracking

DEVELOPMENT NOTES

Built with no engine. Jovian Drift is hand-written HTML5, CSS and vanilla JavaScript — every gauge, schematic and mini-game is canvas or DOM, with no game engine and no front-end framework underneath it. Ship and sector state persist server-side, so the vessel you left in a decaying orbit is exactly where you left it.

Hard sci-fi, industrial tone. Metric throughout, Newtonian movement, no artificial gravity hand-waving, and no faster-than-light anything. If a burn would take twenty minutes, it takes twenty minutes — which is why the game gives you something to do while it runs.

Current state: ALPHA, in active development, targeting Q1 2027. Systems, balance and story beats are all still moving. The build behind Enter the Console is the live development build — if something looks broken, it may well be, and it is probably being worked on today.