Skip to content

In development · Book two of the Teòmach Trilogy

Parhelia.

Share the ship. Settle the world. Take your cut. A generation-ship colony game for 2–5 players, set in 2177.

Join the list

The pitch

Humanity's first generation ship has reached a new world, and the corporations that built it are now rivals on the same fragile frontier. Where Pivot was corporate warfare, Parhelia is forced cooperation: two shuttles are the colony's only lifeline between orbit and surface, and everyone has to share them. The same companies must build shared infrastructure to survive, then compete over the dividends it throws off.

Place your executives on a colony's core to take a stake, settle colonists into its buildings, and every stakeholder gets paid — including your rivals. Time a merger right for a big payout. But your final score is your weakest colour, so hoarding one resource while neglecting another is exactly how you lose. Balance is everything.

What makes it tick

Everyone shares the shuttles

Two shuttles circle in opposite directions, carrying everyone's cargo and executives. The whole table depends on the same lifeline.

Dividends for all

Settling colonists pays every stakeholder in a colony, so you profit from places you don't control, and so do they.

Balance or bust

Your score is your lowest colour track. Spread your effort or watch one weak colour sink the rest.

Where it sits

The second chapter of the Teòmach Trilogy: the same world as Pivot, a century on.

Explore Pivot · See Panopticon

Follow development — join the list.

We'll share Parhelia news alongside the road to Pivot's Kickstarter.

No spam — just Pivot news and the Kickstarter heads-up. Unsubscribe any time.

We use analytics cookies to understand how the site is used. We only set them if you accept. See our cookie policy.