People come first.
Lock onto planets, approach them and transport people aboard. Getting them off the surface is only half the job: rescued passengers must be delivered to a spacedock to complete the rescue.
JOE KING ADVENTURE HOUR is a fast-moving retro space rescue game where every trip across the solar system is a choice between saving people, protecting planets, fighting enemy ships and surviving what comes next.
Your mission begins with populated planets, spacedocks and a ship built to move quickly between emergencies. Rescue people from planets, carry them to safety, manage your shields and hull, and decide when to fight. The system does not stand still while you travel: enemies threaten your route, planets remain at risk, and later threats can change the entire shape of the mission.
Lock onto planets, approach them and transport people aboard. Getting them off the surface is only half the job: rescued passengers must be delivered to a spacedock to complete the rescue.
Enemy ships can force you to break course and fight. Weapons, shields, ship health, target locks and warp speed all become part of the decision about what you can risk before returning to a spacedock.
Beyond ordinary enemies, the solar system can face a Mother Ship and the DOOMSDAY threat. If DOOMSDAY reaches the Sun, the resulting black-hole event can turn a rescue mission into a race for the survival of the whole system.
The game itself defines three escalating objectives. You can treat a run as a pure rescue operation, add the protection of planets, or pursue the full system-saving challenge.
Rescue as many people as possible from the planets and bring them to the nearest spacedock to complete the mission.
Complete the rescue objective while also protecting as many planets as possible by destroying the enemy forces threatening the system.
Complete the rescue and defense objectives, then destroy DOOMSDAY before it destroys the Sun and triggers a black hole capable of consuming the solar system.
The game is deliberately presented like an old-school arcade/simulation hybrid, but the systems underneath it interact. Navigation, combat, rescue operations, ship construction and emergency decisions all affect the same mission.
Spacedocks are more than destinations. They are where rescued people are delivered, the ship can recover, and construction systems become available. Docking changes the pace of play from high-speed navigation to a vulnerable service phase.
While docked, the Ship Builder lets you customize the spacecraft using modular parts. You can move, rotate, resize, duplicate and organize components, save designs, load designs and name the ship.
A second ship section can be created and later separated in an emergency. Once detached, it becomes a timed sacrifice capable of damaging nearby threats, turning ship construction into a tactical system rather than decoration alone.
If the separated section is lost, spacedock repair robots can rebuild it piece by piece. Robots deploy from the dock, escort ship parts into place, weld them into the hull and return to the pod when the reconstruction is complete.
The HUD supports local tactical awareness as well as a larger solar-system radar view. Target locks help you find planets, spacedocks and enemies without reducing the game to a simple waypoint screen.
Warp speed can be changed during travel, and the gameplay view supports smooth zooming from a wide strategic view to a much closer look at the action. HUD and radar information stay readable while the world view changes.
JOE KING is built around direct keyboard control. The in-game command list can be shown or hidden with the Spacebar, and several bindings can be edited while the Ship Builder is active at a spacedock.
JOE KING ADVENTURE HOUR mixes an arcade-style space game with systems that make the player constantly choose what matters most right now.
The central idea is simple: people are stranded on planets and need to be brought to safety. The complexity comes from everything happening around that goal. An enemy attack can interrupt a rescue. A damaged ship can force an early return to a spacedock. A long rebuild can use time that would otherwise have been spent protecting another planet. A powerful enemy can be worth engaging—or worth avoiding—depending on the state of the mission.
The ship is also part of the gameplay. Rather than treating customization as a separate menu, the Ship Builder exists inside the mission at a spacedock. The player can create and modify the vehicle, then live with the consequences of those choices during rescue, combat and repair.
The result is intended to feel like a playable retro science-fiction adventure: readable at a glance, easy to begin, but increasingly demanding when the player chooses to protect more people, more planets and ultimately the entire solar system.
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