About Cells
You are stranded. Your first goal is simple: get off this world.
With an old rescue boat, you begin trading between the first few planets. You carry tools, water and resources, discover new markets and slowly build a trading network of your own.
But the worlds depend on each other. Water is needed for agriculture, fertilizer for wheat and flax, food for remote colonies, and ore and coal for steel production. Every new route opens new opportunities – and new decisions about what is profitable and what is desperately needed.
As you gain access to better ships, you can carry larger loads, take on side jobs and search asteroid fields for valuable metals. At the same time, you begin to find traces of an old orbital station above Asteria.
It once coordinated much of the sector's trade.
Then its lights went out.
As you rebuild the network between the worlds, you slowly uncover what really happened – and why some people are afraid of repeating the same mistake.
CELLS is about trade and decisions, not combat. There are no weapons and no enemies to defeat. You watch markets, plan routes, react to shortages and decide for yourself how to make your living.
Build a network that does not depend on a single central hub.
And maybe, one day, there will be light in orbit again.