The fights

Order-based fleet combat

The combat HUD: the orders bar, the module grid and the selected target

Orders

Ships fly on orders: orbit, keep at range, approach, ram. You pick the targets and switch modules on and off from the module grid.

The same fight with the overlay on Medium

The overlay

Every ship carries a bracket with its class and distance, and lines show who is targeting whom. Four presets go from nothing to everything, and in Settings each element can be set for your ship, your target, threats, friends, enemies and drones.

The fitting screen: a battleship on its ring of slots, with its stats on the right

Fitting and the test range

Build a fit slot by slot. The panel on the right works out its damage, durability, energy and handling as you go, and the test range lets you try it on a target before a real fight. In skirmishes and online, every hull and module is available from the start.

Your ship with its port face breached and three launchers destroyed in the module window

Every face can break

A ship has a nose, two flanks, a tail and a core, each with its own armour and its own slots. When a face breaks, the modules on it are destroyed, so it matters which side you show the enemy.

A battleship close up: its cannons and ion emitters mounted on the hull and trained on the target

Read the enemy's fit

Every module is drawn on the hull where it is fitted. Guns show their family's barrels and colour and turn onto what they are shooting, launchers show their tubes, and plates and reactors sit bolted on. An experienced pilot can look at a ship and tell what it carries and where.

An Akrav on its burn coil, ramming a cruiser

Ramming

Ram is an order like any other. The blow comes from closing speed and the rammer's mass and lands on the face it hits, and the rammer takes the same blow on its bow. Ten hulls have bows built for it: blades hit harder, and bumpers hit harder and take less.

6factions 33hulls 96modules 16 v 16online
A battle between two fleets of every size class

Big fights

Five size classes, frigate to battleship, fight in the same battle.

A fight around stations, asteroids and a nebula

Places to fight over

Stations, asteroids and nebulae. Rocks block fire and movement, and clouds change how ships fight inside them.

Two cruisers fighting with drag fields, beams and torpedoes

Electronic warfare

EWAR modules turn a fight when they're used well. Drag fields slow ships and their turning, ECM throws off their guns, target painters make them easier to hit, and ion jams their modules.

The campaign

A sandbox campaign

Torcido Ordway Ryabin Hollreuss Baekjung Dhanraj
The galaxy map: six factions' territories, fronts and the frontier

Six factions hold the core and fight over their borders, and systems change hands as the wars go on. Beyond them is the frontier, uncharted and unclaimed.

A star system: its star, planets, an outpost, a pirate den and lords' fleets around it

Star systems. Every system is a map of its own: a star, planets and belts on their orbits, stations, outposts and pirate dens, and the fleets moving between them in real time. You fly across it, and anything you meet can be hailed, followed or attacked.

A conversation with Lucien Saleh, lord of Torcido

Lords

Work for a lord, fight in their army, ask them for a system of your own. Do well enough and you can become one. Or insult one, if you'd like to meet their fleet.

A captain's page: portrait, traits and perk trees

Captains

Hire captains and give each one a ship. They level up, learn perks and get better at the hulls they fly.

Your faction's holdings and their buildings

Holdings

Take systems, put buildings on their planets and belts, and run goods between them on freighters.

An anomaly in a frontier system: The Succession Wreck

The frontier

Beyond the factions' borders are uncharted systems. Your fleet can survey them, investigate anomalies and settle outposts.

Frontier creatures fighting a fleet over a planet

Creatures

The frontier has its own life, in nests, lairs and herds, and it fights back.

The system map during the siege of a station

Sieges

Besiege a system's station until its supplies run out, or relieve one of your own.

An assault on an outpost over a planet

Assaults

Each assault on a station is a real-time fleet battle.

The diplomacy web between the factions

Your own faction

Found your own faction. It can sign truces and non-aggression pacts with the six, or go to war with them.

Online

Online scrims

An online room: two sides, their fits and READY

Rooms

Rooms of up to 16 a side. Pick a comp inside the points budget, fit each seat and ready up. AI pilots fill any empty seat.

A fight with the wing panel open: Focus, Follow me, Retreat, As you were, All attack

AI wings

The AI ships on your side take orders from the players on it: focus a target, follow me, retreat, all attack. So two players can fight each other as fleet commanders, each with an AI wing.

A recorded fight open in the replay viewer, with its timeline

Replays

Every fight is saved as a replay. Play it back, jump to any moment and watch from any ship or a free camera. After an online round, everyone in the room gets its replay.

How online play works

One simulation
The server runs the only copy of the fight, 10 ticks a second. Clients never simulate, so there is nothing to desync.
Orders, not positions
Your client sends orders: orbit this ship, switch that module on. The server applies them two ticks later, in a fixed order, the same for everyone.
What you see
Every tick the server sends each side its own view of the fight. The client holds two snapshots and smooths between them; at a 120 ms round trip an order shows in about a third of a second.
Replays and fairness
The fight is seeded and deterministic, so a replay is just the seed and everyone's orders. A server only lets in clients built from the same simulation.

Want in?

The test runs on our Discord. Join, say hi, and someone will give you the tester role and the download.

Join the Discord