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Shattered Reaches
Shattered Reaches key art: a stranded fleet drifting through a fractured galaxy above an ancient megastructure.
In development · Early Access planned

Stranded a galaxy from home. Every battle is chess with warships.

Lead one stranded fleet through a survival campaign, then fight turn-based 3D battles where visibility, positioning, and every committed order matter.

PC on Steam · Windows & Linux planned

The game

Route. Refit. Fight. Bring the damage home.

Shattered Reaches is a single-player survival campaign built around one stranded fleet. Choose the next jump, make do with what you can salvage, and fight the battle your decisions created.
Galaxy map gameplay: plotting a route for the stranded ARGO fleet through the Far Quadrant.
GameplayCampaign map
  1. 01

    Choose the next jump

    Routes spend resources and reveal pressure. Holding position is only safe while supplies last — and lingering draws the wrong kind of attention.

  2. 02

    Fit ships from scarce inventory

    Salvage is finite and the good modules never turn up in pairs. Armour or a better reactor, more guns or the fuel to reach the next system — every fit is a bet on the fight you have not seen yet.

  3. 03

    Fight deterministic 3D fleet battles

    Commit move and fire orders under visibility limits, weapon arcs, shield pressure, subsystem damage, and enemy AI doctrine.

  4. 04

    Bring the consequences home

    Salvage, prize ships, officer wounds, and battle outcomes become the next campaign problem. Nothing resets between battles.

One fleet, its officers, and the battles that decide whether anyone gets home — not an empire to sprawl across a 4X map.

Explore the full game →

The combat

Visibility is the battlefield

Turn-based fleet battles on a 3D hex grid. You commit your orders, the battle resolves, and you live with the position you created. No twitch, no hidden dice.
  • Seeing first beats shooting first

    Sensors, stealth, and cloak decide who can see whom. When neither fleet has contact, both sides commit their turn blind. Information is the first weapon you fight with.

  • Commit, then live with it

    Plan a whole turn, lock it in, watch it play out. There is no APM pressure and no take-backs. The skill is in the decision, not the click speed.

  • Facing and arcs are real

    You maneuver in three dimensions. Bring heavies broadside, kite with skirmishers, screen with point-defense — or get caught out of arc and pay for it.

See every combat system →
Tactical combat gameplay on a three-dimensional hex grid.
GameplayTactical battle

The story

A million light-years from anywhere that knows your name.

You are a TCSF captain on your first independent command. A routine patrol near the Mori border ends when something ancient wakes up, and your flotilla is thrown a million light-years past the edge of every chart the Commonwealth has. Nothing out here has ever heard of Sol.

Read the premise

Concept art — the translation event

In development

The campaign comes first

The combat foundation works and the campaign spine is playable. The next public milestone is a demo and Steam Playtest—not a promise to sell an unfinished build on a date.
  1. Now

    The campaign spine

    A playable single-player campaign that saves and loads, with a hand-authored galaxy, story nodes, and battle-to-campaign fold-back.

  2. Next

    Public demo & Steam Playtest

    Combat readability, UI pass, fog-of-war rebalance, and a public demo / Steam Playtest build to gather community feedback before Early Access.

  3. Later

    Steam Early Access

    Early Access only when the build is worth the listed price. We build the game in the open with the community from here.

Multiplayer is a stretch goal

Ranked and head-to-head modes open only after the single-player campaign lands. They are not part of the Early Access promise.

Read the multiplayer plan →

Every signal makes something ancient pay attention

Get the fleet home.

Wishlist on Steam and you will be first to know when the Playtest opens — and you will help decide what the game becomes on the way to 1.0.