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Shattered Reaches

Shattered Reaches: The Lost Fleet

Shattered Reaches: The Lost Fleet title art, a TCSF fleet flying past a tear in space.

In development · Early Access planned · PC on Steam · Windows & Linux planned

A turn-based space tactics game about keeping one fleet alive.

You plan every move, lock it in, and watch the whole fight play out in 3D. In between battles you're patching ships back together with whatever you could salvage and figuring out where to head next.

How it plays

Think chess, but with warships

Battles are turn-based on a 3D grid. You give every ship its orders, commit the turn, and then see how it all shakes out. Nobody's racing anybody, so it really comes down to how well you read the fight.
16–18h
Story campaign
55
Ship hulls to fit and refit
3D
Turn-based fleet battles
1
Fleet. No empire to manage.
A TCSF battlecruiser opens fire on a Mori warship.
Concept artTCSF vs Mori
01

Who sees who first

A lot of this game is about what you can and can't see. Sensors, stealth and cloaking decide who spots who first, and if nobody has eyes on anybody, you're both making your moves blind. Getting that first look is usually half the fight.

02

Your turn is your turn

Once you lock in a turn, that's your turn. There's no undo and no dice rolling behind the curtain, just the plan you made playing out. Nobody's racing you, so you actually get to sit back and think it through.

03

Fighting in 3D

The grid is fully 3D, so the way a ship is pointed really matters. You'll want your big ships turned to bring their guns around, your fast ones picking at the edges, and your point-defense covering everybody else. Get caught facing the wrong way and you'll feel it.

04

Build ships your way

There are 55 hulls in the game, and what makes each one tick is what you put in it: reactors, drives, sensors, weapons, all of it. You almost never have the exact part you want, so you end up getting creative with what you've got.

05

Scars carry over

When a fight ends, the damage doesn't just go away. A ship you lose stays lost, a ship you capture joins the fleet, and whatever you pull out of the wreckage is what you'll be building with next time.

06

Officers you get attached to

Every ship has a captain, and the stations on board have officers of their own. They get better the more they fight, pick up new abilities, and sometimes get hurt. If you lose one, they're gone for good, so you really do start to care about them.

The campaign

It starts out as a routine patrol.

You play a brand-new TCSF captain who's just been handed the battlecruiser Gallant and a couple of frigates to go with it. Your first job is supposed to be an easy patrol out near the Mori border. We'll stop there, because what happens next is way more fun to find out for yourself.

  • The main story runs about 16 to 18 hours, or more like 22 to 28 if you like to poke around.
  • You chart your own route one jump at a time, and there's never quite enough fuel, food or spare parts.
  • Between fights you're pulling modules out of wrecks and fixing up the ships you capture.
  • Your crew grows on you, and the choices you make change who ends up on your side.

Concept art

Roadmap

Where we're at

The combat side of the game is done, and the campaign is playable right now. We're not putting it into Early Access until it's worth the price, and we'd love your help getting it there.
  1. Phase 1 · Done

    The combat sim

    The fleet combat is built and working, along with ship fitting and all the tools behind it. That was the hard part, and it's done.

  2. Phase 2 · In progress

    The campaign

    You can already play through the campaign, save, and pick it back up later. Right now we're filling out the map, the story missions, and how each fight feeds into the bigger picture.

  3. Next

    Public demo & Steam Playtest

    Next we're cleaning up the combat UI so it's easier to read, then putting out a public demo and a Steam Playtest so you can get your hands on it and tell us what you think.

  4. Phase 3 · Planned

    Closed alpha / beta

    After that it's a round of balancing and polish, better presentation for your officers, and a proper pass on the art, effects and sound.

  5. Stretch · Planned

    Multiplayer & ranked

    We built the combat with multiplayer in mind, and a prototype already works. Once the campaign is in good shape, head-to-head play is something we'd love to open up.

  6. Launch · Planned

    Steam Early Access

    We'll launch into Early Access once the game is worth what we're asking for it, and keep building the rest of it with you from there.

The studio

Built by LOJI

We're a small team making the kind of space game we always wanted to play, and we're building it out in the open.

Daniel Noel

Studio Head / Programming

Dillon Noel

Game Director / Story

Jesse Noel

Programming / UI

Nick Russo

Sound / Music

Braydon Noel

Graphic Design / Modeler

Kiril Dushin

Programming / VFX

Luz Lopez Marcano

Programming / Graphic Design

Coming to Steam Early Access

Want to come along?

If this sounds like your kind of game, adding it to your Steam wishlist really helps us out. You'll also be the first to hear when the Playtest opens, and you can help shape where it goes from there.