Tactical fleet combat · A galaxy at war
A tactical space game about fleets. Fit every ship, command them in battle, and build a power of your own in a galaxy where six factions are at war. Why Poison Prince? A story campaign follows in a later build.
Join the DiscordClosed test, invite only. Windows.
The fights

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

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.

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.

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.

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.

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

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

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
Torcido
Ordway
Ryabin
Hollreuss
Baekjung
Dhanraj
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.

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.

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.

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

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

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

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

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

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

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

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.

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.

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