Act IOff Every Chart
A routine patrol ends when something ancient wakes up. Your flotilla is thrown a million light-years from home, into a region that has never heard of you.
The game
One fleet, its officers, and the battles that decide whether anyone gets home — not an empire to sprawl across a 4X map.

One fleet. No reinforcements. No way to call home.
The story
The job is simple and impossible: find fuel, find allies, find a way home. The Far Quadrant has all three — none of them cheap. And the longer your fleet operates out here, the more the noise it makes starts drawing something's attention.
Act IA routine patrol ends when something ancient wakes up. Your flotilla is thrown a million light-years from home, into a region that has never heard of you.
Act IICrystalline traders, brutalist survivors, and people carrying scars from a war nobody in Sol has heard of. Some of them will help you. Something else has already noticed you.
Acts III–IV// record sealedWhat the fleet finds out there is not in any record we are willing to publish. You meet it in the campaign, not on a website.
The Mori are the rival you will see most. They are not the reason parts of the Far Quadrant are empty. Some of what is out here is not on any chart we are willing to print.
Questions
A single-player tactical space-combat campaign. Route one fleet across a galaxy map between battles, then fight turn-based 3D fleet engagements where visibility and positioning decide who survives. The campaign is single-player and comes first; ranked multiplayer is a separate track in development. It is not a 4X empire builder.
The tactical engine was built for it, and a prototype already runs on LAN and public networks. Multiplayer is a stretch-goal track that opens after the single-player campaign: eight players, team and free-for-all modes, and ranked ladders scored like chess. It is not part of the core Early Access promise.
We will enter Early Access only when the build is worth the listed price. Before that, we plan a public demo and a Steam Playtest so the community helps shape the game. Wishlist on Steam now to get notified.
PC on Steam. Windows and Linux planned.
Around 16–18 hours for the main story, and 22–28 if you chase everything.
We are building the game in the open. Join the Discord (coming soon), follow the devlog, and watch for the Steam Playtest. We triage feedback from Steam forums, Discord, and issue forms.
The studio
Daniel Noel
Studio Head / Programming
Dillon Noel
Game Director / Story
Jesse Noel
Programming / UI
Nick Russo
Sound / Music
Braydon Noel
Graphic Design / Modeler
Kirill Dushin
Programming / VFX
Luz Lopez Marcano
Programming / Graphic Design
Every signal makes something ancient pay attention
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.