Persistent multiplayer universe

Risk, scarcity,
and consequence.

Tarn is a sci-fi project built around meaningful loss, recovery loops, and a player-driven economy. No hand-holding. No safety nets.

Project Snapshot

Training Ring → Induction Zones → Free Space

NPC baseline economy, player dominance

Loss matters — recovery is earned

Stations & Logistics

Markets, storage, hauling routes, and risk management collide inside Tarn’s station layer. This is where strategy replaces safety.

Player Agency

Systems support decisions — they don’t replace them.

Consequences

Destruction matters. Assets don’t magically reappear.

Scarcity

Value comes from risk, logistics, and effort.