GAME DETAIL
Echo Station
An idle time loop planner aboard a dying station. Queue every move, hit go, then watch your astronaut run the route. Chronite is your only resource, and when it runs out the loop resets. Repetition is the progression: every action gets cheaper on ground you have already walked.
このゲームについて
Steamの詳しい説明を読む
The star is collapsing. One survivor, one failing station, and a loop that resets the moment your time runs out.
You do not control your character directly. You plan the route, queue every move and every action, then hit go and watch it run. If the code you needed was in a log you never found, you watch them stand at the door. If you misjudged the budget, you watch the last seconds drain three tiles short of the thing you came back for. The star takes it back. You plan a better one.
Plan the route, watch it run
Every loop is a queue you build by hand: move, interact, speak, attack. Chronite (time) is the only resource, and every action in the queue spends some of it. When it hits zero the loop ends, wherever your character happens to be standing.
Commands that have already run cannot be taken back, only built on. The past cannot be rewritten, only extended.
Every step you take makes the next one cheaper
Walk a corridor once and it costs full price. Walk it a hundred times and your character knows it, and the same step costs a fraction of what it used to, permanently. The game calls that familiarity, and it is tracked separately for every action on every tile. The ground you actually use gets cheaper. The ground you abandoned does not.
You can stretch the budget, too. Level-up your chronite supply, top it back up at a chronite well if your route runs past one. But all of that resets with everything else, and it always runs out in the end. What carries forward is how cheaply you can do the things you already know how to do.
The loop keeps what you learned
Every reset takes back your inventory, your money, your equipment, your attributes, and anything you built or bought. What comes back with you is what you know and what you have practised: the tiles you walked, the people you spoke to, the codes and schematics you read, the skills you trained, the mastery you earned.
Nothing is ever lost and nothing is ever safe. There is no death and no game over. There is only the next loop, and how much less it costs you than the last one.
It runs while you are gone
Echo Station is an idle game at heart. Leave it running and it keeps looping your route. Close it entirely and the time banks while you are away, then replays when you come back. Check in for five minutes, adjust the plan, spend what you earned, push one room further into the dark, close the tab.
Push one room further
Eight zones spread out from a central hub, fixed from the first loop to the last, so everything you learn about them holds its value. Most of it is shut when you arrive. A door wants a code, and the code is in a log four rooms the wrong way. Something is standing in the one passage that would make your route short, and it is not going to move for you.
Every one of those is a problem you solve once and own forever. The station never gets easier. You just get further in before the star takes it back.
Some of the crew are still aboard, in some form. They sell, they train, they remember you as you keep coming back, and each of them knows a piece of what happened here. Something else is talking to you too. It is not one of them.
Key features
Queue based loop planning. Build the route, watch it run, find the waste, build a better one.
Everything you do counts. Every action feeds progress that outlives the reset, so no loop is wasted, including the ones that end badly.
Idle by design. It autoloops in the background and banks your time while the game is closed.
Four endings, each one asking for a tighter route and more of the station than the last.
Eight zones to open up, locked behind codes you have to find, keys you have to reach, and actions you have to practise before they will work at all.
Combat is a route problem, not a reflex problem. Enemies hold the corridors you want. Plan a route that trains and levels you before it reaches them, grind them down across many loops, or plan around them entirely.
Around 100 hours to see everything, built to be checked in on rather than sat in front of.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日変化を見やすくするため、縦軸は観測範囲に合わせています。
履歴1件・推移判定待ち
数値一覧
| 観測日時 | 値 |
|---|---|
| 10/22 02:01 | 1人 |
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 1人 | 最終観測:2026年10月22日 02:01(6日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 初回観測済み・直近7日 1件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。