

A companion idle ARPG that lives beside whatever you are doing. A tiny crew of crash-landed survivors fights along an alien walkway while you work: real loot, a Relay to grow the vessel, depths that demand better gear. Progress keeps going while you are away.
Overview
A companion idle ARPG that lives beside whatever you are doing. A tiny crew of crash-landed survivors fights along an alien walkway while you work: real loot, a Relay to grow the vessel, depths that demand better gear. Progress keeps going while you are away.
Description
Tiny Vessel is a companion idle ARPG. It runs in a strip on the edge of your screen while you do other things: three survivors of a crashed vessel walk an alien walkway, fight what comes, and pick up what it drops. You steer from a set of consoles, the fight steers itself, and it keeps paying out while you are away. Free to play.
Every fight is real. The front survivor takes the hits, the two behind deal from cover, and a melee fighter steps up to swing and back again. Actives fire on their own cooldowns, buffs run out on their sockets, and a shove from a boss is walked off, not ignored. Hold a stage on the flag to farm it, or let the crew push on.
Trooper, Scrapper, Relic Hunter, Machinist, Medic and Voidcaller. Each brings six actives with three mastery variants apiece, and every level-up drafts an adaptation from the class's own pool. Formation is a choice: who tanks, who casts from the back, who walks up. Swap survivors from the stasis bay as you find them.
Gear rolls a tier from Salvage to Fracture, a grade from Common to Signal, and affixes that mean something. Sockets take chips, etchings and Powers. A comparison tooltip tells you the truth about a piece before you put it on, and the Fabricator fuses, retunes, presses and extracts what you do not wear. Gear can be traded with other players on the Steam Market.
Scrap buys nodes on the vessel's Relay: crew stats, hold space, salvage yields, uplink pay, Fabricator functions, depth access. Nearly two hundred of them, in the order that makes a run.
Clear the surface from the crash site to the Hollow, then take the same world down through the Descent, the Deep and the Source. Each depth hits harder, presses your armor and healing, and drops a tier higher. Surface gear does not carry you down. The Beacon is your map.
Close the game and the held stage keeps paying scrap and experience at its base rates, up to a cap the Relay extends. Come back to a report, not a wall.
One window, three scales, every console a click away and out of your way. Alerts run the width of the strip and nothing nags. Sixteen languages.
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Tiny Vessel - Gameplay / Reveal Trailer
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