Orion Trail is a parodic space game in which you’re going on exploratory missions, trying to conserve your resources and keep your crew alive, and sending out the occasional away team: in other words, a number of structural concepts from Oregon Trail, redone with Star Trek tropes. It’s casually entertaining.
Though there is text associated with the various encounters in space, it feels more like it’s there to provide flavor and variety than like it’s contributing to any significant character arc. You have a few named crew members, but there’s also no major relationship development with them, so far as I saw. (If you want Social Life Simulator in Space, see Redshirt instead.) So in sum, Orion Trail is amusing, but not the kind of work that I would usually cover here – except that it has a probability mechanic that I really liked and found narratively expressive, and I wanted to talk about that here.
Game designers have long complained about the fact that players don’t understand probability very well. If you tell them that they have a 9/10 chance of winning an upcoming encounter, they tend to read that as you will win, and they get frustrated if they don’t. Giving them a fake die roll, so that they can actually see and have a tactile sense of something coming out wrong, may help with this.
Orion Trail goes a step further: it presents the probable outcomes of an interaction with an interface functionally similar to a roulette wheel. You can immediately see how many chances there are for critical or regular failures and successes (this varies depending on how hard the encounter is to start with), and also visualize how the stat bonuses are changing things.
Here’s the Probability Drive before it’s applied my stat bonus. It’s not entirely encouraging – one critical hit and two regular successes, but eight regular failures and one critical miss.

As part of the 

What Fuwa Bansaku Found