this post was submitted on 29 Aug 2026
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[–] sad_detective_man@sopuli.xyz 13 points 5 days ago* (last edited 5 days ago) (1 children)

A game where you feed and pet and take care of guinea pigs. Varieties of vegetables and reactive chin scritches and they yell at you when they notice you going about your business. Also my guinea pig has to be in it you have to ruffle his fur or you will instantly die.

Possibly a setting in the Andes, I dunno it would be funny to be a guinea pig herder. Otherwise it just has to be comically over designed and marketed as competing with Death Stranding.

[–] sad_detective_man@sopuli.xyz 6 points 5 days ago

Over-budget motion captured acting with Nicholas Cage. He's a pig shepard named Armando Marìa-Castañeda. The publisher should go into debt and barely recover from all this.

[–] aesthelete@lemmy.world 13 points 5 days ago

A game where you walk around an existing town and fix things. It teaches you real stuff about how the things you're fixing work. For instance, you can fix light switches and do so using examples of how real wiring works.

[–] HollowNaught@lemmy.world 8 points 5 days ago

A porn one

No, I will not be taking questions

[–] Nefara@lemmy.world 32 points 6 days ago (1 children)

Been daydreaming about a city builder sim that realistically characterizes cars. No "magic parking", no perfect drivers, with pollution mapping, traffic deaths, an average commute time per citizen as a statistic, that kind of thing.

I imagine it starting out exactly like Cities: Skylines, where you start building out your town with commercial and industrial and residential zones. As you lay out roads and utilities, the citizens keep demanding more parking and bigger roads. If you build them, your town becomes mostly parking lots and huge, dangerous roads. People complain about living near pollution, loud car noises, traffic deaths and commute times. Your town would have negative income from all of the building and maintenance costs and constantly be needing to be bailed out due to how expensive it all is.

The trick, then, would be not to listen to the complaints from car drivers. The only way to build your town where the budget is balanced properly is to increase density, utilize mixed use areas, and to build as few large roads and utility corridors as possible. The game wouldn't tell you this outright, it would simply give you realistic price tags and maintenance costs compared to people moved and let the player problem solve and optimize.

There would be a robust palette of micromobility options, public transit, greenways and parks and pedestrian areas. Car access would be optional for building placement and based more on emergency vehicles or services. You could design your own streets with your desired configuration of bike paths, street cars, pedestrian walkways and green spaces and save templates to use elsewhere.

There would be lots of beautiful middle density building models, parks, and plazas, and a mode where you could rehabilitate an already developed car centric city.

If someone made this game I would be so happy and play it all the time, making a perfect transit utopia

[–] Mrkawfee@lemmy.world 13 points 6 days ago* (last edited 6 days ago)

I would buy this. I'm sick of car centric city builders that make roads the key to everything.

[–] someacnt_@lemmy.world 19 points 6 days ago (6 children)

There's this thing floating in my mind for some time. A colony management game, where the colony is regressing instead of progressing.

You manage an isolated colony on a deserted planet slowly falling apart, desperately trying to mitigate the damage and survive the fall. You begin with automated system managing the colony, so that you won't get overwhelmed by all the systems. Then, systems begin to fail one-by-one, by external factors putting them in strain. Maybe the colony train network goes down first, then the communication network breaks down, leading to civil unrest. Next, heating fails, then environmental shielding, and oxygen goes out. You can utilize emergency systems and construct makeshift components, but it can only lessen the impact, not reverse the entire breakdown.

Maybe this is uncommon because sense of despair makes it unfun, but I would still find it interesting.

[–] modus@lemmy.world 11 points 6 days ago

Are you secretly a current US politician hoping someone smarter than you chimes in with a secret one-two punch to save the breakdown of your government?

[–] Omgpwnies@lemmy.world 7 points 6 days ago

One thing colony management games really don't handle is rot.. so your concept would be really good along with a progression system, so you start with a functioning but failing colony, and have to fix/rip out/rebuild/etc to keep it running, but doing any of that runs the risk of breaking something you might not have known about and so on..

[–] Varesti@lemmy.zip 6 points 6 days ago (1 children)

It's not your vision, exactly, but I think Project Zomboid handles this to a degree. You start out with the power/water on and none of the food spoiled yet. But as the game goes on, you need to rely more and more on things you've made yourself. Also, you're told from the very start that this is how you died.

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[–] DJKJuicy@sh.itjust.works 32 points 6 days ago (2 children)

There is no answer here other than Half-Life fucking 3.

If there were any way to legally force a game to be made, it would be HL3.

[–] Stern@lemmy.world 19 points 6 days ago (2 children)

Keep the meme alive and make Half Life 4 instead. Reference things that would have happened in 3 if it had been made.

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[–] Gerudo@lemmy.zip 17 points 6 days ago

Let's just call it orange box 3 and cover all our bases with Portal3 and Tf3

[–] Kolanaki@pawb.social 9 points 5 days ago

The idea of Star Citizen, but actually finished and without selling individual ships for real cash.

[–] Widdershins@lemmy.world 16 points 6 days ago (1 children)

That looks like it would feel really good to play.

[–] arsCynic@piefed.social 14 points 6 days ago (2 children)

Tinder, but not for profit.

[–] cinoreus@lemmy.world 7 points 6 days ago (1 children)

That reminds me, do we have fediverse alternative to that?

[–] AnUnusualRelic@lemmy.world 16 points 6 days ago (1 children)

Yes, but it's a single player game.

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[–] Meatwagon@piefed.blahaj.zone 25 points 1 week ago (2 children)

I want the realistic dragon sim mmo that was promised.

[–] Obituarykidney@lemmy.world 15 points 6 days ago

But is it 100% science based?

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[–] wh90b@sopuli.xyz 6 points 5 days ago

Remake Phantasy Star Online please.

A space strategy/tactics game with realistic physics. Basically ftl stops at the edge of a solar system, and then ships can reach a small percentage of c while traveling within the system. Lasers travel at c, but you have to anticipate where your enemy will be over long distances. Missiles or torpedoes are evn worse with the addition of worrying about fuel consumption to reach their target.

I think it would make for interesting dynamics. How would fighters/drone swarms work? Mines? Bases? How would ambushes work.

[–] ClassifiedPancake@discuss.tchncs.de 10 points 6 days ago* (last edited 6 days ago) (1 children)

A realistic* Pirate open world by Rockstar. Basically the best of Black Flag and RDR2 in one package.

*in the sense how RDR2 is realistic and how we imagine pirate life was. Not too theme park-y like Pirates of the Caribean but also not hardcore grim and ugly.

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[–] FluminaInMaria@mander.xyz 9 points 6 days ago (1 children)

The timing of my suggestion sucks somewhat, but I've had this idea since playing RDR2 when it was still new: a trilogy of RDR2/GTA hybrid games based off the RDR2 map (potentially expanded into new areas in places).

First game set in late 1920s, streets have cars and horse and carts on them, all the fashion, music (jazz), radio shows, drugs, bootleggers, heavy/dangerous industry, advancements in shipping and flight; but modelled onto the exact RDR2 map including every building. Obviously some areas could be unrecognisable other than the road layout if the area had seen a lot of redevelopment since the turn of the century. The game would need to have GTA at it's core and make the 20's feel like the peak of modernity and wit, and not feel like a dingy pastiche of the era. It would need to have echoes of RDR2 through it given it's set not long after the RDR2 story finishes.

Next game set in the 1950s, same map/same ethos, but you take the 20's version of the map as the starting point so there's an evolution of the idea. You could even follow the main characters and businesses on from the 20's game. I think you'd need more map to play with for a 50's game as there are a lot of new industries to explore and find space to place on the map. With that being said, whatever space you think you would need for v2 or v3 of the trilogy, should be added to the 20's edition so you see the entire map expand through the three games rather than having new areas bolted on in later additions that don't have any history to them.

Last game set in mid/late 70's.

[–] TheMinister@sh.itjust.works 5 points 5 days ago

Well they are apparently starting rdr3. If the game is centered on Jack, you could get exactly that.

[–] darthelmet@lemmy.world 7 points 5 days ago (2 children)

I want a game that is just the dungeons and raids parts of WoW. No outside grinding. You just log in with your guild and smash your face against bosses together.

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[–] corsicanguppy@lemmy.ca 16 points 6 days ago* (last edited 5 days ago) (2 children)

I will call it prime minister.

The player plays the role of a prime minister running a country leading a team - played by AI agents - of staffers. You start by talking about your ideal government, and the game builds an organization that suits.

It's simCountry but very little clicking.

Each 'day' starts with a verbal briefing over zoom with your staff. They tell you what's going on and then you tell everyone what to do.

They probably do it.

It probably has an effect, largely dictated by studies and historical record.

You can fire the ones who suck.

You have a court system and some senator-types who are largely NPCs but have themes and goals like planetary advisors of old space planetary management sims.

You don't know who's lying, you don't know who's effective, you don't know whether the approval numbers are honest.

If you get too bad or you offend a whackadoo cult you get Kirked or Nixoned. It's all a turn-based thing where the entire interface is you talking into a zoom call - with admins, with talk show hosts, with your spies.

Good luck, Senor Presidente. Try not to get "recalled" or accidentally discover socialism.

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[–] richieadler@lemmy.world 16 points 6 days ago* (last edited 6 days ago) (1 children)

Visitors

You're a the leader of an alien race roaming the universe in search of sentience. You arrive to Earth and your projections see that human life will perish in less than 100 years unless humans revert the damage to the planet.

You explain this. You promise amazing tech and knowledge if the changes start happening. Nothing changes in the first year. In fact, trillionaires push through social media and the news outlets scream about the danger of "the alien woke mind virus" and people starts hating you.

Your mission, through draconian and inapelable actions, is to decimate the power of trillionaires, redistribute wealth, ensure all countries have progressive governments which promote education, science and general prosperity. Violent, backward, antiscience countries, regardless of their former power, must get removed from the political scene so the more humane, friendly, humanitarian countries start collaborating in improving the world.

It would be a total commercial failure, but what a notion.

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[–] Katana314@lemmy.world 16 points 6 days ago (3 children)

My design path started from the idea of “An open world game, with a chain to keep you broadly on a certain path”. So you can explore, but should never go TOO far from your moving “home point”.

I’m sure many gamers will decry not having total freedom to go anywhere, but I’ve found some of the best stories in games do require some restriction on player freedom. So, yknow, live with it.

The basic idea I have is of a woman in love with a traveling doctor, who falls ill, and enters a coma. She loads him into a small wheeled caravan, and starts a journey across open lands, initially to locate another doctor familiar with his condition, but then eventually to verse herself in experimental medicine enough to cure him herself. On the way, she learns basic swordfighting, other strange recipes and brews, and meets a variety of societies; some great, some selfish. There’s heartbreak and sacrifice, but in the end the Doctor is cured from his coma.

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[–] funkless_eck@sh.itjust.works 6 points 5 days ago

History Is A Nightmare From Which I Am Trying To Awake: The James Joyce Experience.

An RPG that faithfully recreates the entirety of James Joyce's oeuvre, starting with Dubliners, then Portrait of an Artist as a Young Man, then Ulysses then Finnegan's Wake.

Imagine the minigames - can you jerk off on the beach and climax at the same time as a one legged girl?

Can you get the married woman drunk enough so she jumps in front of a train after you rebuff her advances?

How many sex workers can Stephen visit with his monetary prize from the Jesuit school?

Gripping stuff.

[–] nutsack@lemmy.dbzer0.com 7 points 5 days ago

prostitute simulator

[–] Ardyvee@europe.pub 6 points 5 days ago

I would love to see a grand sci-fi game that's a mixture of Titanfall and mirror's edge.

You would have open world runner sections where your entire job is to run messages between agents on a city/station that is working hard to steer the war... and then you go and do big stompy robots combined arms, titalfall-esque fighting, just open world instead of the (rather great) map, point-to-point of the original.

Alternatively, just give me either a single player or MMO implementation of The Allbright System.

Whatever I choose, I would just like the engine to be released under GPL, and the assets under CC-3.0-BY-NC-SA so that it lives on, regardless of however well it does.

[–] ieGod@lemmy.zip 3 points 4 days ago (1 children)

Farming ideas for your next dev project? 😜

[–] domusaltera@piefed.social 3 points 4 days ago

If I was a dev the question would have to be changed to: "You've just won a competition and now a couple of mid-tier game developers have to listen to your game idea, because no other devs would take part. Be ready to compromise. Your vision is a starting point but be ready for it's content, scope, theme and narrative to be modified heavily. What game do you make?" 🤣

[–] MufinMcFlufin@lemmy.world 2 points 4 days ago

A friend and I have this small game we love called Shadows of Doubt where you're a detective solving procedurally generated crimes in a procedurally generated world. I think the game's pretty fun and very unique, but I also acknowledge that once you get a feel for how the game works then it starts to get pretty same-y as there's not a large variety of ways to figure out what's going on and there are quite a few ways to kinda cheat your way through some mysteries.

The idea we had was a procedurally generated detective game but set in a fantasy world. I'm talking trying to figure out who sent poisoned food offerings to the dragon lording over the area, taking down the local death cult sacrificing people to some god of chaos, tracking down dangerous wizards who broke out of jail right before being executed, and whatever other silly, absurd, or creative ideas they come up with for crimes to be committed or be solved in a high fantasy setting.

I think the game should have enough variety in the types of crimes to be solved that it shouldn't really run into the issue of getting into a routine of how things work, but I also feel like this could be addressed by having it so if you start getting into a routine of mechanics you engage with then it starts nerfing those mechanics. Keep using mana sensing to find the people at the crime scene? New crime scenes will start to have more muddled mana so it's harder to detect or isolate exact matches of people. Keep using eye witness testimonies? People start having trouble remembering exactly what they saw. Keep using company/government logs to track who could have been involved? They become less cooperative as time goes on as they start to think you're leaking that info OR the next criminal heard you did that so they specifically damaged those logs so you can't use them.

I can't remember which game it is but I'm thinking in the same vein as that game which adapts to how the player disposes of enemies by identifying you're doing a lot of head shots so giving enemies helmets, or body shots so body armor, etc.

[–] DonkeyStar@lemmy.world 11 points 6 days ago* (last edited 6 days ago)

Been toying with an idea for a while. Cosmic horror where the only way to win is to leave almost immediately. You play as a group of four engineers sent to repair comms at an Antarctic research base. The goal is you arrive, see shit’s fucked, and head back to the boat immediately.

If you choose not to, you assign one weapon/tool to each party member. Wrench, welding torch, ice pickaxe, etc. The trick is that the tools determine which characters die, so even if you start over and change the assignments, whoever has the wrench dies at the same time, every time. And I want there to be “wrenchable” objects after that story point that you can’t interact with.

In addition, I want Bloodborne style sanity points that you get for interacting with the world, and the more you have, the worse things get for you. Essentially, I want to punish people who play games the way I do and explore every single crack.

Oh, and I want the monster at the end to be surrounded by invisible eyes that become visible as its head passes through them, like it’s emitting bubbles in reverse.

Edit: Forgot to mention that you can go back to the boat AT ANY TIME. The endings just get worse for you (and eventually, the world).

[–] Frigidlollipop@lemmy.world 7 points 6 days ago* (last edited 6 days ago)

Honestly, another fantasy game with the gameplay of Red Dead 2 and the beauty of a world like Skyim with multi-player enabled. I live for the story, so Dragon Age 1 was my jam and BG3 is right now, but I always wish I could be playing with my partner everytime im in a game like that and it isnt allowed. I was pissed when the Tales games dropped multi-player functionality!

[–] iocase@lemmy.zip 6 points 5 days ago

The next elders scrolls but with an engine that isn't 30 years of congealed tech debt. They also aren't allowed to ship it early with tons of bugs expecting the community to fix it all...

[–] GreenKnight23@lemmy.world 9 points 6 days ago (4 children)

mobile game like flappy bird.

instead of it being a bird, its a top-down view of a toilet and the player has to piss in the bowl.

levels get more difficult as you progress.

  • piss blasting poop off the bowl
  • pissing around the soaked lunker that will break open and end the game (it slowly follows your stream so there's no way of avoiding it)
  • avoiding dripping on your pants
  • piss out the fire
  • drawing in the snow
  • exotic places to piss; next to an electric fence, on a presidential face, in a bottle, down a tube, space station toilet, etc

there would be power ups/downs too;

  • piss blaster to increase pressure at a loss of volume
  • increase bladder size
  • gonorrhea/blood
  • acidic piss that eats through stuff
  • dick size increase/decrease
  • Parkinsons
  • drunkness
  • kidney stones

I would expect there to be around 32 levels, a compelling storyline with relatable characters, and a way to freepiss and piss with friends.

since it's a mobile game, hold the phone like a penis. tip it downward to piss faster/harder and swivel it to aim.

the name of the game would be called "Agents of P.I.S.S"

if successful, DLC will be published for Christmas called "Merry Pissmas" and will include voice acting by Patton Oswalt.

good luck whoever wants to take this game. I've been sitting on it for 20+ years.

make my golden dream come true!

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[–] vinsombra@lemmy.world 10 points 6 days ago

VR game. Finger tracking controller mandatory. Basic gameplay is that of a wizard, casting spells. Each finger is an element, like air, water, fire, earth, life. You cast a spell by holding an element and drawing a shape in the air then gesturing. So a fire bolt would be hold fire, move in a line to point the direction, release fire mid throw. To make a fire ball, hold fire, then draw a circle in the air, then throw, release in the throw. Allow the user to make up spell effects by combining elements, shapes and gestures. Combine air and earth, draw a spiral, point at an enemy to trap them in air bands and earth bonds. Paint an ally in broad strokes with life to heal, etc. Moderate inspiration from Wheel of Time, if you've read it.

The gameplay of finger-wiggling mage sounds fun. Add bullet time for easy mode/overpowered.

[–] Hossenfeffer@feddit.uk 6 points 5 days ago (1 children)

Fallout 5, please and thank you.

But, if it's my vision, with no compromise:

  • the map is the whole of the contiguous US, with parts of Canada and Mexico thrown in for good measure
  • there is a main campaign with a more coherent story than those we've seen so far, but it's almost irrelevant
  • given the vast scale of the map there are hundreds of huge, complex, side quests involving different regions each of which is as full and complete and compelling as the main campaign
  • the world is alive: it slowly changes even without your input if you've visited a place. Settlers slowly clean up rubbish, remove corpses, plant crops, rebuild walls and roofs, redecorate, begin trading, establishing lines of commerce and communication between settlements. You can speed the process up through your actions, but once you've visited a place, things will happen. The flip side is that sometimes bad things will happen: diseases that wipe out a village, fires, natural disasters, raiders, supermutants, whatever.
  • NPcs age, change, die, have offspring, move locations
  • over the course of many in-game years, you can actually make the world a better place, bring safety to the wastelands, wipe out nests of deathclaws, etc such that they don't respawn
  • reputation matters but travels organically, if you save a village (or commit brutal murder) your reputation changes but only at the pace of communication, if you go somewhere completely new, quickly enough, or far enough away, they won't have heard of you
  • NPCs will react to you appropriately, e.g. raiders with pool cues won't attack a PC wearing power armor and carrying a minigun, townsfolk will be wary of a stranger who's walked into town covered in blood
  • dialogues choices will be complex, meaningful, and consequential
  • game actions will also be meaningful, and consequential

I'm sure there's more but that's off the top of my head.

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[–] dlsloop@lemmy.zip 14 points 6 days ago (2 children)

A hardcore dinosaur survival game. You're a primitive human on a randomly generated island full of dinosaurs. Your only weapons are spears, clubs, bows, etc., no guns. You can't have the dinos as mounts or pets, you are trying to survive them in their domain. The goal is to survive and build a base that can provide you with enough protection to continue surviving while exploring the mysteries of the island where you can. I imagine it would be quite difficult to do this.

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[–] Naz@sh.itjust.works 4 points 5 days ago

I love how half of you took this as a challenge to see what would be the most expensive project to cause game studios into bankruptcy 😂

[–] daychilde@lemmy.world 5 points 5 days ago* (last edited 5 days ago) (1 children)

Probably impossible, but a combination of:

  • The Sims
  • Simutrans (like OTTD but more complicated)
  • SimCity (or more modern variants with street-level cameras)
  • Command & Conquer / Age of Empires
  • Sid Meyer's Civilization
  • Grand Theft Auto (drive around, do random stuff, but enter all buildings. But some storylines you could play as characters)

So basically a life simulator like The Sims, but you also build the city. And can transport goods and people. And build up military and fend off attacks or invade nearby countries.

It'll be a century before we have enough CPU to power a game of that scale, and you'd have to be able to like "zoom in" and "zoom out" to the levels of details. Creating thousands of houses at a Sims level would be stupid, so a lot of automation would have to happen. But being able to play the game at various levels from individuals to companies to cities to counties or states to countries would be wild.

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[–] Smokeless7048@lemmy.world 8 points 6 days ago

A game similar to Oregon Trail, where you guide a dwarven trail across a post magical apocalypse to start a new dwarven outpost, gameplay would focus on hard calls, trading the future for the present.

[–] Varesti@lemmy.zip 6 points 6 days ago

The rest of the Xenogears series/saga.

Xenogears was supposed to be episode 5 of a 6 part story and the other 'Xeno' games don't count because of legal BS.

[–] gnutrino@programming.dev 9 points 6 days ago (1 children)

TL;DR Something like Kerbal Space Program but with a bigger emphasis on setting up interplanetary logistics and colonies and an eventual win-state.

So, the premise is that you are the overmind for a race of eusocial cephalopods that live on an Enceladus/Europa like icy moon orbiting a gas giant. You've got the beginnings of a space program using the fact that your workers can survive in hard vacuum for a short time so you can build and send rockets up (easy due to the lack of an atmosphere and small gravity well) filled with eggs and plan manoeuvre nodes where an egg will hatch giving you temporary control of the craft for the life of the current worker (you can also hatch an egg on an ad-hoc basis but carefully planning missions is encouraged as, without other life support, the mass of the eggs is the primary payload mass that determines your delta-v).

You start off low on metal to create rockets (probably a starting stockpile + a very slow trickle auto-mined from your home moon to prevent softlocks) but a metal-rich asteroid has recently been captured as a submoon to your home moon. So your initial goal is to use your starting metal to build something capable of reaching this submoon, mining it, and getting back home to give you more metal to create bigger rockets to explore the rest of the starting gas giant moon system.

You can also start setting up experiments on the different moons and in orbit + a communication satellite infrastructure to get the data back home to start working your way through a tech tree giving you access to more components to build rockets from, more experiments to set up to bring in science faster and, in particular, electronic control systems that allow you to automate parts of the launch/manoeuvre process to break your dependency on the egg hatching mechanic (although these would only work in areas of space you've already visited manually to keep that mechanic working for exploration)

At some point, you unlock the ability to set up colonies on different bodies which allow you to automatically mine resources, build rockets in different places and start to use the automation tech to move it autonomously between orbits and ultimately between colonies. Setting up and expanding colonies would require a resource only available on bodies with a thick atmosphere (of which there would be one in your starting gas giant moon system + a standalone planet that's harder to reach at first but doesn't require you to climb out of the gas giant gravity well to help you expand out into the rest of the solar system) in order to make you still have to face the challenges of getting a rocket out of an atmosphere and/or let you play with SSTO space planes etc.

The point of all this would be to ultimately collect and ship enough resources to start putting together components for a big colony ship that would have to be built in sufficiently big colonies on specific types of bodies and then hauled to the edge of the solar system for construction. You'd then be able to send the fully built ship off into interstellar space and "win".

Also, use n-body physics (potentially a restricted form so the planetary orbits are stable and it only applies to your rockets/satellites/stations) to let super-nerds set up ITN style low energy transfer orbits passing through Lagrange points because why the fuck not. It's a fair amount of extra work for a fairly niche use-case but you did say no compromises.

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