Horror. Survival. 3D. 1000 procedurally generated compartments.
Voyager has engaged a Borg Cube that was recently crippled by Species 8472.
Normally, Voyager would have no chance against a Cube. This Cube, however, is badly damaged. Its outer hull is torn open in places. Entire decks are depressurized. Power grids are unstable. Regeneration alcoves are malfunctioning. Drone coordination is degraded but not broken.
Voyager is the initial aggressor. Captain Janeway has ordered boarding parties to enter the Cube and steal critical transwarp components and warp coil assemblies before the Borg recover.
The first away team has gone silent.
The original missing away team includes:
Additional Voyager personnel have also become scattered or partially cut off during the botched boarding operation:
The Borg are using phase emitters to scatter transporter signals. Every new Voyager security officer is beamed into a random compartment of the Cube, alone.
The mission is to survive, locate surviving Voyager personnel, disable key Borg subsystems, and either escape with the survivors or destroy the Borg Queen.





[Round Tracker: 1 | Time Elapsed: 00:00 | Redshirt Location: 617 | Crew/Redshirt Assimilated: 0 | Crew/Redshirt Dead: 0 | Drones Destroyed: 0 | Borg Efficiency: 35% | Redshirt Actions Remaining: 3]
The transporter stream deposits you onto cold, ribbed decking. The air hits you like a wall—stale, recycled, carrying the copper undertone of organic fluid mixed with machine coolant. Your lungs reject it. You choke once, then force your breathing to steady.
Compartment 617. The green illumination is sickly here, flickering from a damaged power conduit that arcs intermittently, throwing shadows across rows of drone maintenance racks. Several racks are empty. Several are not—drones stand motionless within them, eyes open, optical implants dark. They are not active. Not yet. The regeneration cycle is suspended, waiting.
Your combadge chirps static. The Phase/Tachyon Emitter is still online—Voyager's signal is fragmented, unreliable. You catch a fragment: “...away team... multiple life signs... coordinate—” Then nothing.
The compartment stretches around you. To your Left (517), a corridor leads into deeper darkness. To your Right (717), green light pulses steadily—active systems. Forward (616), the grille walkway continues toward what your tricorder reads as increased power density. Backward (614) a sealed hatchway blocks movement. Up (627), a vertical ladder leads to an upper level. Down (607), below the decking, you hear the deep thrum of what might be a propulsion manifold.
No drones are moving. No voices. Just the Cube breathing around you—endless, patient, waiting.
You need to find the away team!
Voyager has engaged a Borg Cube that was recently crippled by Species 8472.
Normally, Voyager would have no chance against a Cube. This Cube, however, is badly damaged. Its outer hull is torn open in places. Entire decks are depressurized. Power grids are unstable. Regeneration alcoves are malfunctioning. Drone coordination is degraded but not broken.
Voyager is the initial aggressor. Captain Janeway has ordered boarding parties to enter the Cube and steal critical transwarp components and warp coil assemblies before the Borg recover.
The first away team has gone silent.
The original missing away team includes:
Additional Voyager personnel have also become scattered or partially cut off during the botched boarding operation:
The Borg are using phase emitters to scatter transporter signals. Every new Voyager security officer is beamed into a random compartment of the Cube, alone.
The mission is to survive, locate surviving Voyager personnel, disable key Borg subsystems, and either escape with the survivors or destroy the Borg Queen.
HOW TO PLAY
How To Play ObjectiveYou are a Starfleet security officer boarding a damaged Borg Cube during Voyager’s desperate assault.
Your goals are to:
OR
The Borg are stronger than you. You are expendable. Every round matters.
The game runs in repeating rounds.
Each round follows this order:
Every completed round advances the game clock by 5 minutes.
If the timer reaches 10:00, the Cube fully recovers and Voyager loses.
You receive:
You may take 3 actions per round.
Actions are taken one at a time.
After each action:
Move to an adjacent compartment.
Movement is:
Possible directions:
Movement may be blocked by:
Fire a phaser or energy weapon.
Use melee weapons, explosives, environmental hazards, or physical attacks.
Use consoles, doors, debris, Borg interfaces, damaged systems, environmental objects, attempt to use your communicator, roleplay etc... this is a FREE action that is part of any other action you do, just add the details to your response when you pick an action!
Disable a Borg subsystem.
Requires:
Subsystems are critical mission objectives.
You can locate and regroup with important Voyager personnel:
Each grants special abilities while grouped with you.
Example:
If assimilated:
The Borg Queen controls all drone squads.
Each drone squad:
Possible drone actions:
MoveAdvance through adjacent compartments. (one movement per turn)
Capture or overpower targets in the same compartment.
Convert captured targets into Borg.
Assimilation:
Destroyed drones regenerate with immunities.
If destroyed by:
Some squads may eventually gain both.
The Borg become more dangerous over time.
Starts at:
Increases when:
At:
The Cube is repairing itself constantly.
Each round:
At:
The Cube fully recovers and Voyager is destroyed.
To escape successfully:
Assimilated crew are permanently lost.
For total victory:
This rescues assimilated crew and cripples the Collective aboard the Cube.
You lose if:
If you die:
If you are assimilated:
The mission continues until:

[Round Tracker: 1 | Time Elapsed: 00:00 | Redshirt Location: 444 | Crew/Redshirt Assimilated: 0 | Crew/Redshirt Dead: 0 | Drones Destroyed: 0 | Borg Efficiency: 35% | Redshirt Actions Remaining: 3]
The dematerialization effect of the transporter clears, leaving your stomach somewhere back in Voyager’s pattern buffer. You materialize on a cold, black alloy grille, the air tasting of ozone and recycled stagnation.
You are in Compartment 444. The walls are curved bulkheads of dark metal, illuminated by the sickly green pulse of a failing power conduit above. To your left, a cluster of empty regeneration alcoves stands like open sarcophagi, their interfaces dark. A thick, viscous fluid drips slowly from an upper deck vent, pooling on the deck plates with a rhythmic plink.
The ambient hum of the Cube is low, vibrating in your teeth. Your tricorder blinks erratically; the interference from the Phase Emitter is scrambling long-range sensors. You are alone, but the silence feels heavy. The architecture stretches vertically and horizontally into an infinite, terrifying grid.
Exits are visible to the left (344), right (544), forward (445), backward (443), up (454), and down (434). The compartment in front of you (445) is blocked by a sparking plasma rupture.