
TCSF
Industrial, disciplined, kinetic, and durable. The Trans-Commonwealth Solar Fleet — the player's stranded command.

The galaxy

Industrial, disciplined, kinetic, and durable. The Trans-Commonwealth Solar Fleet — the player's stranded command.


An ancient collective consciousness in living ships. Psionic, regenerating, assimilating. They turn the threat from abstraction into personal tragedy.

Something moves through the Fracture that no surviving archive will name. Linger too long in one system and it starts to notice the noise your fleet makes. Fleet Intelligence has sealed this record — and it is not the only one. You meet it in the campaign, not on a website.


Adaptive post-humans from Sol Sector. Energy and drone focused, fast to reconfigure, uneasy allies at a distance.


Ancient, precise, and unwilling to say where their technology came from. Few in number, lethal in execution.


Crystalline nomadic traders and the first stable allies you meet in the Far Quadrant. Trade runs on reputation.


Brutalist militaristic survivors of a fallen empire. Potential ally or enemy; compatible with your supply chain.


Partially Mori-assimilated survivors. Tragic allies who remember what was taken from them.


Nobody alive has met one. Everyone still uses their roads. One of their megastructures threw your fleet a million light-years across the galaxy and did not explain why.


Rare enough that most captains finish a tour without ever meeting one. Not something you fight — something that happens to you. Three fleet logs describe an encounter. No two of them agree.

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.