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.
Features
Why you will love it
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.
Wrecked hulls, captured prizes, wounded officers, and hard-won salvage all fold back into the campaign. Your fleet carries its scars home.
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.
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
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.
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.
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
Routes spend resources and reveal pressure. Holding position is only safe while supplies last — and lingering draws the wrong kind of attention.
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.
Commit move and fire orders under visibility limits, weapon arcs, shield pressure, subsystem damage, and enemy AI doctrine.
Salvage, prize ships, officer wounds, and battle outcomes become the next campaign problem. Nothing resets between battles.
The fleet




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.