Beyond the Kármán line

Two years to Mars. A hundred ways to die.

You're the captain, the botanist, the one making the call when the oxygen dips. Every system failure, every crew argument, every course correction is yours.

The oxygen alarm wakes you. Mission control is 14 minutes away by radio.

Your co-pilot hasn't spoken in three days and you're both still strapped in.

You wake beside a dying alien and it's trying to tell you something.

The library

Space stories, ready to play.

Questions, answered.

Hard sci-fi or space opera?+

Both — pick the story that matches your mood. Hard-realistic Mars missions, or looser starship yarns you can invent from scratch.

Can I die in the vacuum?+

Yes. And it happens quietly. Save-scumming is your call.

Do I manage the crew?+

Yes. Rations, sleep cycles, who talks to whom, who's cracking. A mission is a small society and you're the one holding it together.

First contact stories?+

Yes — and it rarely goes the way the training simulations said it would. What you say in the first ninety seconds usually sets the rest of it.

Can I be the antagonist?+

You can play the corporate captain, the deserter, the one who cuts the tether. The universe doesn't grade on morality.

Real orbital mechanics?+

Grounded but readable. Delta-v, transfer windows, and comms delay all show up when they matter — the story keeps moving either way.

The scene is set. You're already in it.