Inside Zachtronics' Unmade Star Trek Sim: An Interview Revisited Through U.V.S. Nirmana
In a recent turn that feels both nostalgic and jarring, the former minds behind Zachtronics—now calling themselves Coincidence—have launched U.V.S. Nirmana, a puzzle game that’s already tying players in cerebral knots. Despite its 'medium-difficulty' label, it's a labyrinth of cryptic symbolism and mechanical logic. But beyond the new release lies a forgotten corner: an interview from 2024 where founder Zach Barth revealed a Star Trek engineering sim that almost was. Let's unpack the connections, the gameplay, and that lost conversation.
What exactly is U.V.S. Nirmana, and who created it?
U.V.S. Nirmana is the latest offering from Coincidence, a studio formed by former Zachtronics employees. The game drops you into the role of a captain on a monastic spacecraft cruising the galaxy on a pilgrimage. Its design is deeply influenced by Dharmic religions, with references woven into both the narrative and mechanics. You’re tasked with assisting other civilizations in resolving philosophical quandaries by operating a cosmic reactor that behaves like a music sequencer. Instead of notes, you connect pipes and components to harmonize abstract terms such as “form,” “amen,” and “svaha,” all while keeping “flux” to a minimum. It’s deliberately obtuse, but therein lies its charm—a hallmark of the Zachtronics lineage.

What makes the gameplay of U.V.S. Nirmana so challenging?
The challenge stems from its unique blend of abstract reasoning and systematic logic. You don't just solve puzzles; you interpret relationships between intangible concepts. Terms like “light,” “sound,” and “thought” must be processed through valves and relays, distilling them into something meaningful within the game’s cosmic reactor. The interface mimics a sequencer, so each step feels like composing a philosophical algorithm. The difficulty isn't just mechanical—it's semantic. You're constantly grappling with what each term means in context, which can overwhelm even seasoned puzzle enthusiasts. The “flux” meter adds pressure, demanding precise, minimal actions. It’s a test of both creativity and patience, rewarding those who embrace the ritual of learning the system.
Why does the player describe feelings of both excitement and guilt?
Excitement comes from the sheer novelty and depth of the puzzles—the obtuse ritual of converting concepts like “amen” and “form” into a stable system feels intellectually intoxicating. But guilt creeps in because, during our conversation with Zach Barth in 2024, he had already told us about this exact game. The interview, which covered Zachtronics' journey through licensed adaptations, included a reveal about U.V.S. Nirmana that we completely forgot. Playing it now resurfaces that memory, tinged with embarrassment. The excitement of discovery collides with the awkward realization that we already had a preview of this bizarre cosmos, and we let it slip away. It’s a deeply human reaction—both joyful and apologetic.
What was the forgotten interview about, and what did it reveal?
The interview, conducted in 2024, primarily explored Zachtronics' forays into licensed games—particularly a near-miss project: a Star Trek engineering sim. Barth shared how the studio was “totally game to play ball” with the Trek license, envisioning a simulation where players would troubleshoot starship systems, much like their earlier games but set in the Starfleet universe. The dream never materialized, but the conversation shifted to their broader design philosophy. It was during this chat that Barth pitched the core idea of U.V.S. Nirmana as a spiritual successor to that imaginative approach—a blend of philosophy and engineering puzzles, unfettered by franchise constraints. The forgotten half of that interview is now being revisited alongside the game’s release.

How does U.V.S. Nirmana relate to Zachtronics' legacy of licensed adaptations?
Zachtronics built a reputation for transforming niche concepts into compelling simulators, from chemistry to coding games. Their flirtation with licensed properties, particularly the Star Trek project, reflects a desire to apply their unique puzzle logic within established universes. U.V.S. Nirmana, though not a license, carries that same DNA—it’s an engineering sim in disguise, where you manipulate abstract particles and connections instead of warp cores. The “cosmic reactor” is a direct descendant of their earlier work, repurposed to explore philosophy rather than science. The game stands as evidence that even without a franchise, the team can create a world that feels as rich and layered as any official adaption—likely richer, because it’s free to invent its own lore.
What role do Dharmic religious references play in the game’s puzzles?
The references are not mere decoration; they form the core vocabulary of the puzzles. Terms like “svaha” (a Vedic exclamation) and “amen” (from Abrahamic traditions) are treated as resonant inputs that must be balanced within the system. The concept of “flux” could be interpreted as a form of karmic imbalance—too much disrupts the resolution. This design choice forces players to engage with the terms on a semantic level, bridging gameplay with meditation on meaning. The game’s monastery-like setting and pilgrimage narrative align with Buddhist or Hindu journeys toward enlightenment. By solving problems for alien civilizations, you’re performing a kind of sadhana (spiritual practice). It’s a clever way to make logic puzzles feel sacred—like decoding a cosmic sutra.
What insights does the interview provide about Zachtronics' creative process?
Zach Barth revealed that the studio views every game as a system to be explored, whether it’s a straightforward engineering sim or an abstract philosophical puzzler. Their creative process begins with a core mechanic—like the sequencer reactor—and then layers meaning on top. For the Star Trek project, they started with the idea of diagnosing shipboard problems and expanded it into a full simulation. The same approach shaped U.V.S. Nirmana: start with the reactor and let the narrative emerge. Barth emphasized empathy for the player’s confusion, designing “ritual obtuseness” intentionally. He believes that a little bewilderment can be delightful if the system rewards discovery. That philosophy explains why both the Trek sim and Nirmana feel like incomplete, beautiful blueprints—doors left open for players to step through.