PRCPrometheus Research Corporation
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The game

The loop

Dig, carry, build, and the map changes. Everything else in PRC exists to keep that turning.

Updated 16 October 2026 · 2 minute read

The loopThe dig: Cut face (detainees dig), then Skip (splits every load), then Works budget (communal). The skip pays credits to the carrier, spent at the Commissary, which never builds. The supply line: Supply ship (manifest vote), then Pier (Logistics unload), then Stores (timber, steel, plate). Budget and stores are both spent at the Module slot, which moves The bar, which moves Zone opens.THE DIGTHE SUPPLY LINECut facedetainees digSkipsplits every loadWorks budgetcommunalcarrytonnesSupply shipmanifest votePierLogistics unloadStorestimber, steel, plateunloadtruckCommissarynever buildscredits to the carrierspentspentModule slotneeds bothplacedThe bareveryone sees itfillsZone opensbuilt in advanceThe loopThe dig: Cut face (detainees dig), then Skip (splits every load), then Works budget (communal). The skip pays credits to the carrier, spent at the Commissary, which never builds. The supply line: Supply ship (manifest vote), then Pier (Logistics unload), then Stores (timber, steel, plate). Budget and stores are both spent at the Module slot, which moves The bar, which moves Zone opens.THE DIGTHE SUPPLY LINECut facedetainees digSkipsplits every loadWorks budgetcommunalcarrytonnesSupply shipmanifest votePierLogistics unloadStorestimber, steel, plateunloadtruckspentspentModule slotneeds bothplacedThe bareveryone sees itfillsZone opensbuilt in advance
Two lanes feed one slot, and credits never reach it. The skip is where a single delivery splits in two: the person who carried it gets credits, and the site gets tonnes. Credits stop at the commissary. A module needs budget and supplies together, and only modules move the bar.

Two currencies that never mix

CreditsBudget
Belongs toThe personThe site
Earned byDelivering spoil, finishing shifts, escorts, countsTonnes reaching the skip
Spent onThe commissary: food, better tools, cosmetics, days off a sentenceModules, and nothing else
Spent byAnyone, on themselvesFacilities, G1 and up

Neither can ever buy the other.

The Cut, step by step

  1. A detainee works a rock face with a pickaxe.
  2. Every few swings, spoil drops into their hands. They can carry two at most.
  3. Rarely, a swing hits a pocket and gives double. Very rarely, it turns up a find.
  4. They carry it to the skip. The walk is the gameplay, and it's what Security escorts.
  5. Dropping it in the skip pays credits to whoever carried it and adds tonnes to the site's budget.
  6. As the tonnes add up, the Cut gets visibly deeper.

The truck

One truck. It carries supplies, not spoil: from the pier where the ship unloads, up to the stores. A Logistics Storeman drives it.

Building

Building isn't freeform. Around the site are module slots, each showing a ghost outline of what goes there. A Facilities member at a slot sees the cost in budget and supplies. If both are there, the build starts: a few minutes of Facilities members working at the slot under scaffolding, and then the real module appears. It is on the map for everyone from then on.

ModuleBudgetWho can place it
Section of hardstanding20Works Hand and up
Length of fence10Works Hand and up
Hut40Works Hand and up
Mast (comms)30Technician and up
Lighting rig25Technician and up
Generator (power)60Technician and up

The bar

The bar is the modules placed. When it reaches a line, the next area of the site opens: a barrier comes down, a door opens, somewhere new becomes reachable. It opens for everybody and it stays open.