VOIDMARKET
underdeck · shift ledger- shift
- 1/8
- vault
- 12
- anchors
- 3
- recall
- 3
Intake
The underdeck wants one small thing.
HandHeld memories return to the vault
Anchorssurviving core memories
derelict station kestrel · deck −4
They do not trade in goods down here.
The station's underdeck runs on what people remember. Each shift its intake posts a three-column demand, and the stall sends you a hand of your own memories to fill it.
- Play a memory to add its warmth, hush and truth to the columns. Sealed columns discard anything past what they ask for.
- Spend it and it is gone for the rest of the run. Held memories go back in the vault; handed-over ones do not.
- Breach a demand and the station upholds its claim on one of your three anchors. Lose all three and the run ends there.
- Between shifts the stall puts three more memories out. Take one, or take nothing.
ledger seed —
Shift one settled
The intake closes.
the stall between shifts
Three more, if you can carry them.
Settlement
Clean Ledger
Memories handed over
the stall is holding
Paused
Nothing moves in the underdeck while you stand here.
the stall's own rules
How the underdeck takes payment
- Columns. Every shift asks for warmth, hush and truth. All three must be met before you settle.
- Sealed columns cap at the number they ask for. Overfill one and the surplus goes down the grate.
- Key: 1–9 play a card, arrows or WASD move the cursor, space / enter / E play what the cursor is on, C recalls the hand, M mutes, Esc pauses.
- Recall hands the whole hand back to the vault and takes a fresh one, once per shift, three times per run.
- Anchors are the biggest memories you own. Playing one surrenders it outright, exactly as a breach would.