TRANSMISSION is a game about networks and stability. Nodes transmit packets to their neighbours according to the node's internal proportion of packets, which are in turn affected by packets received from neighbours.

But the world favours a balanced network. If it becomes unbalanced, the network will be attacked, nodes will go offline, and the entire system may collapse.

Be vigilant.

Download v0.1

Windows (25MB) | Experimental (see below): Linux Mac OS X (40MB)


What next?


Some have asked where this is going. It's a sensible question, given that the game is in its earliest playable state. While the roadmap is also a work in progress, the final release will include networks of networks (and of networks of networks of networks), several kinds of threats, different node types, routing and channel options, and the ability to build networks. Some of these features are already in the game - I used the built-in network creator to generate the base patterns - others require a lot of work.

Once I'm happy with its basic form, I hope to start expanding it and making it more engaging. As usual, keep sending me feedback.

First public release v0.1


Transmission is a small project I've been working on over the past few weeks. The goal is simple: adjust the transmission frequency of nodes to keep the network balanced.

All of my previous projects have been data-heavy, filled with procedural content, complex systems and incomplete information. With Transmission, I wanted to do the opposite and create something simple and refined, with a (relatively) transparent system.

I'm not sure how far I'll take this - it's only an idea at the moment. It's certainly playable, so give it a shot and let me know what you think.

IMPORTANT: I've tested it on Windows only. I've compiled it for Linux and OSX, but I've not had a chance to test them. I'm almost certain they won't run unless it can find a SQLite library. Until I figure it out, you can give it a shot - grab a precompiled SQLite binary, throw it in the game's root directory, see what happens.