In development

Data Central

Working title: Adapt

A character sheet, a gym, and a world that fights back while you are away.

A text-forward alien life sim about training, permits and picking fights you are not ready for. Levelling up is optional, and often a mistake.

In the workshop, not submitted anywhere yet. It is not on any store yet. Playtesters get it first.

Get the build
Genre
Life sim / Idle RPG
Built with
TypeScript + Capacitor
Orientation
Portrait
Price
Free
Data Central

In motion

A real run, frame by frame

The wheel, mid-spin

Data Central gameplay frame 1 of 10 Data Central gameplay frame 2 of 10 Data Central gameplay frame 3 of 10 Data Central gameplay frame 4 of 10 Data Central gameplay frame 5 of 10 Data Central gameplay frame 6 of 10 Data Central gameplay frame 7 of 10 Data Central gameplay frame 8 of 10 Data Central gameplay frame 9 of 10 Data Central gameplay frame 10 of 10

What it is

About Data Central

You are an alien with a character sheet, and the sheet is what you actually are - the shell on top of it is cosmetic. Attack and defence come out of one pool, so every point spent on hitting is a point off not being hit, and fights resolve while you are away. You set the split before you are attacked, because nobody asks you afterwards.

The gym is where the game lives. A pointer runs round a ring of coloured bands and you stop it: red pays nothing and injures you, white pays everything. The warm-up does not add a bonus - it changes the wheel itself, widening the bands and slowing the pointer, or the reverse if you get it wrong. The trainer talks in riddles and charges for the recipe.

Levelling is optional and often undesirable. Levels bring allocation points and nothing else; the gym is what makes an alien dangerous. A level 5 with enormous stats is a legitimate build, and the whole game is arranged so that it stays one.

Design notes

Why it works the way it does

One pool, two jobs

Attack and defence share a budget and fights happen while you are offline. The build you left the house in is the build that gets tested.

The wheel is the training

A stoppable pointer on a ring of bands, where the warm-up changes the difficulty rather than the payout. Red is an instant injury.

Levelling is a trap

Levels give allocation points and nothing else. A low-level monster is a real, supported and frequently better build.

The UI does not explain itself

Screens carry labels, numbers and state. Everything that teaches lives in a manual, so nothing spoils what you were meant to find out.

Screens

From the running build

Every shot is captured from the real game. Nothing here is a mock-up.

Data Central: The character sheet. The shell above it is cosmetic.
The character sheet. The shell above it is cosmetic.
Data Central: The trainer, talking in riddles as usual
The trainer, talking in riddles as usual
Data Central: Stop the pointer. Red pays nothing and hurts.
Stop the pointer. Red pays nothing and hurts.
Data Central: Any trainer, any rung, from day one
Any trainer, any rung, from day one
Data Central: Georgetown, and everything open to you in it
Georgetown, and everything open to you in it
Data Central: The Underworld
The Underworld

Questions

Things people ask

What is Adapt?

The working codename. Data Central is the name it will ship under.

Is it an idle game?

Partly. Fights and training resolve on their own schedule, but the decisions in the gym are hands-on and are where the skill sits.

When can I play it?

It is not submitted anywhere yet. Playtesters get it first.

Paperwork

Data Central policies

Every game has its own privacy policy and its own terms, written from what that specific build actually does rather than a single studio-wide document that has to cover everything.

  • Data collected: Nothing. The game does not talk to a server at all.
  • Account required: No — there is no login and no profile
  • Ads: None
  • In-app purchases: None

Elsewhere

Other things from the same brain