All hands on deck

In Earthless, our sun has rudely gone supernova billions of years ahead of schedule, and everybody with a rocketship and a starchart is making a beeline for the nearest exoplanet capable of supporting life. Each run sees you moving your ship between nodes grouped into regions, with nodes consisting broadly of resourcing opportunities that bestow new cards, branching story-led progression moments in which you decide which ship systems to upgrade, and grid-based clashes with a peculiar alien race, who look a bit like angry Cornish pasties.

Rather than giving you a bewildering 3D volume to wallow around in, like Homeworld, Earthless unfolds on a holographic sandtray, with cards representing ship abilities that socket pleasingly into the rim of the table. Each turn, you can move your ship and spend energy to play those randomly drawn cards, which range from simple missile launches to slowing time to play a card twice, or powering up your shields in anticipation of bombardment. Moving generates heat, and if your ship overheats it’ll need to cool off before you can move again, so you’ll want to time those boosts carefully to avoid becoming a sitting/roasted duck.

It’s too early to judge the deck-building stuff, but Earthless is off to a good start in the eyes of this not-especially-habitual cardgame player. You earn cards from victories and exploration, and can discard them to make room at set intervals. You can also craft and modify cards so that, for example, you generate a smidgeon of shield energy when you emergency-vent heat.

I’m gently impressed by how my tactical options evolved in the course of a handful of turns over half-an-hour of play. Further afield, there’s the prospect of crew mutinies should you focus too heavily on upgrading one particular aspect of your ship - a perma-debuff, basically, which you might prefer to either avoid or tolerate for the sake of the bonuses you’ll earn by favouring certain crew members.