TERRAPORTERS

Cooperative Frontier Logistics - Design Documentation

The Carrier deploying vehicles into an open frontier wasteland

Overview

TERRAPORTERS is a third-person/top-down cooperative frontier logistics game where players are professional couriers, builders, and fighters keeping post-apocalyptic civilization connected. Blend of trucker, park ranger, survivor, soldier, and engineer energy. The core loop: deploy into a zone → deliver cargo → build infrastructure → stabilize the region → move on.

Tone: "CAN DO but IN NEED" — Humanity is close to extinction and the stakes are real, but the Terraporters are the ones punching back with competence, not despair. They're builders, fighters, and deliverymen — a trifecta of frontier professionals. Adventurous, professional, hopeful with real teeth.

Player Count: 2-64 players per zone (scalable operations).

Zone stabilization campaign with the Carrier deployed

Zone-Based Operations

How It Works

Terraporters don't patrol a permanent map. They are called into zones to stabilize them.

The Zone Loop

  1. A zone is identified as unstable (supply lines cut, threats increasing, infrastructure collapsed)
  2. The Carrier flies in and deploys as a forward operating base
  3. Terraporters work the zone — deliveries, threat clearing, infrastructure building
  4. Zone stabilizes — supply lines restored, roads repaired, bridges built, generators powering defenses
  5. Team packs up and moves to the next zone

Stabilization = Three Pillars

Zone Scaling

The Carrier mobile headquarters with cargo bay and fabricators

The Carrier: Mobile HQ

What It Is

A massive retro-futuristic cargo carrier aircraft — think Thunderbird 2 meets a C-130 Hercules. This is the team's forward operating base.

Function

The Fabrication Loop

TBD: Exact fabrication costs, resource types, Carrier interior layout details.
Infrastructure construction - roads, bridges, and generators

Infrastructure Building

What You Build

How It Feels

Infrastructure building is satisfying zone progression — you can SEE the zone getting better. Roads you built make your next delivery faster. Bridges you constructed let teammates bypass a dangerous canyon. Generators you powered up keep the wildlife at bay.

Emergent Effects

TBD: Exact fabrication costs, build times, infrastructure types beyond roads/bridges/generators.
Earth's shattered moon with fragments falling toward an open frontier

The Cataclysmic Event: The Moonbreak

What Happened

~100 years ago, Earth's moon shattered. The cause remains unknown (Selenite Corp is rumored to be connected).

Current State

Human Adaptation

Thriving underground Silo community with cargo logistics

The Silos: Underground Civilization

Structure

Why Terraporters Exist

Distribution networks have collapsed. Terraporters with heavy vehicles are the ONLY reliable way to move cargo between silos. Without them, civilization fragments. Silos are communities the Terraporters connect — survivors live there, and Terraporters can stay as guests between deployments.

Terracorp depot (employer) contrasted with Selenite security robots (antagonist)

The Companies

TERRACORP (Neutral-Good)

Terraporters work for Terracorp — the sole employer and primary fabricator supplier.

Terracorp Philosophy: Keeping silos connected, building infrastructure, stabilizing zones. They're the good guys — the ones holding civilization together.

SELENITE CORP (Evil)

Selenite Corp is NOT an employer. They are the antagonist.

Selenite's Role: Pure threat. Their security robots guard valuable resource deposits and moon fragment sites, blocking Terraporters from gathering materials. Clearing Selenite camps is part of zone stabilization work.

Terraporters team deploying from the Carrier into a frontier zone

The Terraporters

Who They Are

Professional contractors who keep civilization alive through surface deliveries AND infrastructure building. Builders, fighters, and deliverymen. Honorable occupation with good rewards.

Culture

The Work

Zone stabilization operation with infrastructure building and deliveries

The Missions: Zone Operations

Core Structure

Missions operate within the zone stabilization framework:

  1. Accept contract at the Carrier's mission board (costs money — equipment rental)
  2. Deploy from Carrier into the zone
  3. Travel to objective WITH your vehicle
  4. Complete objective: deliver cargo, clear threats, build infrastructure, gather resources
  5. Return to Carrier or continue to next objective
  6. Bank progress and rewards
  7. Zone stability increases

Mission Types

Contract Visibility

Cooperative Mechanics

TBD:
  • More players together = more aggressive wildlife (forcing cooperation)
  • Infrastructure building benefits all players in the zone
Mutated wildlife and Selenite security robots threatening a convoy

The Threats

Mutated Wildlife

Post-Moonbreak mutations. Earth's ecosystems were altered by moon fragment radiation/otherworldly influence.

Selenite Security Robots

Automated security forces deployed by Selenite Corp to protect resource extraction sites.

Environmental Threats

Convoy navigating colossal mutated wilderness with professional coordination

The Convoy

When multiple Terraporters share a route, they form convoys — professional formations of buggies and trucks moving together through hostile territory. The frontier is vast and dangerous, with colossal mutated vegetation and wildlife threatening every route, but coordinated teams handle it with skill and experience.

Professional setback and recovery in the medbay

Death & Failure

Contract Failure

Tone

Death is a professional setback, not a grim ending. "Dust yourself off, get back out there." This is a dangerous job with real consequences, treated matter-of-factly by professionals who know the risks.

Rescue Mechanics

TBD:
  • Distress calls — other Terraporters can resurrect/recover you
  • Rescue rewards/incentives
Cozy underground personal quarters between deployments

Safe Space (Your Base)

Function

Personal space free from other players and work. Essentially the main menu with atmospheric background.

Location Options

TBD — pick one:
  • Custom underground terraporter base accessed via a surface hatch — personal, cozy, functional
  • Silo guest quarters — staying in the communities you serve
  • NOT the Carrier — the Carrier is a workplace, not a home

What Happens Here

What Doesn't Happen Here

Camera & Perspective

Third-Person & Top-Down:

Design Philosophy

"Bright With Teeth"

The world is harsh and the stakes are real, but the humans within it are beacons of competence, color, and capability. This is an adventure, not a funeral march. Professional, hopeful, dangerous — never grimdark, never desperate.

Build Gradually

This document captures the FOUNDATION. Systems will be added incrementally as the game develops.

Cooperative, Not Isolated

Players should feel like professionals working parallel routes, naturally helping each other — not desperate survivors competing for scraps.

Builder Energy

The satisfaction of constructing infrastructure that helps everyone — roads, bridges, generators that make the zone better for all players.

Trucker Energy

The satisfaction comes from completing the run, getting paid, upgrading your loadout, and tackling harder routes.

Ranger Energy

Clearing threats, managing wildlife, protecting the route for future deliveries.

Soldier Energy

High-stakes combat when things go wrong, especially against Selenite security robots and mutated wildlife.

Survivor Energy

Adapting to floods, hazards, and unexpected threats during the journey.

Open Questions (TBD - To Be Developed)