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Shattered Reaches

Features

Visibility is the battlefield

What the game actually asks of you — and a combat loop where every decision comes home with you.

Planned scope

16–18h
Hours in the campaign
55
Ship hulls to fit and refit
10
Factions — and one we won't name
1
Fleet. No empire to manage.

Why you will love it

Why you'll take the jump

The drama stays focused on one fleet, its officers, and the battles that decide whether anyone gets home.
01

Visibility is the battlefield

Sensors, stealth, and cloak decide what you can safely order. First contact is a mechanic, not a screen filter — and when neither fleet has contact, you both commit blind.

02

Every battle leaves a dent

Wrecked hulls, captured prizes, wounded officers, and hard-won salvage all fold back into the campaign. Your fleet carries its scars home.

03

Ships are doctrine, modules, and crew

Strip a hull, fit whatever you salvaged, and it becomes a doctrine. Fifty-five hulls and a deep bench of reactors, drives, weapons and magazines — and never enough of the one module you actually need.

04

A lost-fleet story with cosmic stakes

The Mori are the rival you fight. They are not the reason parts of this galaxy are empty. Something else is out here, and it does not answer hails.

The combat

Chess in space, played one fleet at a time

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.
01

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.

02

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.

03

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.

It plays like chess because the commitment is the point: you declare a turn, it resolves, and the position you made is the position you have. Every battle saves as a replay you can scrub, share, and study. Head-to-head ranked ladders — scored like chess, right down to the Elo — are a track we open after the campaign. See the multiplayer & ranked plan →

The loop

Four steps, one fleet, no resets

Every battle folds back into the campaign. Ships come home scarred, officers do not always come home at all, and the longer you linger in one place, the more certain it is that something noticed you.
  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.

The fleet

Ships, systems, and the battles that scar them

Real campaign and combat captures. Everything here is gameplay unless labeled otherwise.
Galaxy map: routing one flagship-led fleet across a hand-authored galaxy.
Gameplay
Tactical 3D fleet battle on a hex-grid with fog of war and weapon arcs.
Gameplay
Ship fitter: doctrine, modules, and crew define each hull.
Gameplay
Salvage and prize ships fold back into the campaign.
Gameplay

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.