War is not a spreadsheet. It's a faster-than-light Tachyon Link to the front line.
Connect to the bridge of any ship in your fleet and watch the engagement from inside it, issuing orders hull by hull while it plays out. Free to play. No install.
FREE TO PLAY Every plan free. No download, no install. Mobile friendly, so you can check your empire on the go.
Open the Tachyon Link and take the bridge while it happens.
Open one.
Step onto the bridge of any command vessel you own and the engagement plays out around you on per-system radar. You issue orders ship by ship, watch the live combat feed, and switch between your command vessels mid-fight as the situation moves.
Underneath, combat resolves honestly: initiative decides who fires first, attack rolls against defence values, shields soaking what gets through. Every hull has equipment slots: a Lance Beam Cannon is +12 attack, Reactive Armour is +2 defence. What you're watching is a ship you built for exactly this.
Past twenty-five systems your empire is flagged Unstable and the galaxy starts rolling against you daily: uprisings, virus outbreaks, logistical collapse. Systems lock down, structures take damage, half-finished builds refund into your lap.
Plenty of commanders push through anyway. It's a wager, not a wall: a Medical Centre stationed in the right place turns a virus from twenty-four hours of pain into one.
Shipyards supply Maintenance Points. Ships consume them. Build past what your yards support and your fleet goes into overdraft. Keep ignoring the warning and ships start failing on you.
A fleet isn't a number that only goes up. It's a budget, balanced against infrastructure you actually had to build and defend.
Every race has mastered one law of the galaxy and built its whole way of war on it. Humans are the gate-builders: Jump Gates make two of your systems effectively adjacent, however many light-years apart, and their interdictors can slam that same door on anyone else. The Sharne own the dark itself, with the fastest drives known and cloaked transit; their fleets arrive without ever appearing on a contact card. Feon-Tar hulls are grown, not built, and heal themselves mid-battle.
The rest bend stranger laws. Knosson industry recycles every dead hull back into the yards, an economy that outlasts sieges; but the entire clan rides a single worldship, and killing it beheads a civilisation. The Vatari Cult doesn't upgrade its fleets, it blesses them: shrine rites that mend hulls, drive mines deeper and anoint crews for battle. And the Derulons, vendetta and all, are the galaxy's traders, moving resources through agreements and stations on a scale no other race can match. Pick the law you want to break the galaxy with.
There's no player list to browse. You discover another commander when your ships end up in the same system as theirs. From that moment they're on your contact card with their flag, their house and their empire title.
Then you choose: Ally, Neutral, Enemy. Allies lend ships and share resources. Enemies get a combat zone and a headline.
You designate one world as the seat of your empire. It gets a 50% structure bonus, it's immune to empire crises, and your units fight harder defending it.
One per game. Lose it and it's gone; the whole galaxy reads about it on the news wire. The same wire fires when you take someone else's.
Colony ships and refineries at one end, capital hulls at the other. Nothing arrives on its own; you make it, supply it, and keep it fuelled.










Pan and zoom an interactive canvas map of the whole galaxy. Every system has its own resources, population and strategic value, and someone else probably wants it.
No two galaxies are alike: servers launch with up to 1,600 star systems, each with its own resources, population and yield.
Four map types shape every war: Spiral, Cluster, Dumbbell and Sphere. A dumbbell galaxy has two heartlands and one bridge worth dying for.
Hyperspace is how you get around. Every hull has a jump range and a drive speed, and crossings take real time. Distance is a weapon.
Some races can build Jump Gates: link two of your systems and cross the galaxy instantly, however many light-years apart they are.
Each race brings its own ships, technology and play style, from slow, unstoppable capital fleets to cloaked ghost-fleet expansion. Pick the one that matches how you like to win. All six are free to play.
Balanced and adaptable. The best jump gate technology in the galaxy, and advanced interdiction to go with it.
Ancient warriors with devastating capital ships and a recycling economy that outlasts everyone. The Orka is feared in every sector.
Living ships and organic technology. Hulls that repair themselves and biological weapons that adapt mid-battle.
Fanatical and unpredictable. Cloaking and displacement drives put them where you weren't watching. Masters of the ambush.
Reclusive and exclusionist. The fastest hyperdrives known, cloaked transit and covert tracking. Ghost-fleet warfare and quiet expansion.
Arachnid warriors carrying a centuries-old vendetta. Their Janta Wave Generator throws enemy ships light-years across the void in one shot.
One button drops you into a live galaxy. No signup, no forms. Your empire runs at training tempo while the tutorial walks you through it, and you can attach an email to save the run whenever you're ready.
Pick a race, design a flag from twelve templates, name your house and your nation. That banner goes on every headline you ever cause.
Turn one coloniser into a colony in a distant system. Build a refinery. You now produce something worth taking.
Shipyards, hulls, equipment in the slots. Somewhere out there a scout sees your flag for the first time.
When the shooting starts, connect to the bridge and take the engagement yourself, order by order.
New worlds launch on a schedule, and everyone starts together. Register before launch and be there for the land grab, or drop into a galaxy already at war.
A persistent galaxy that runs whether you're watching or not, free to play, nothing to install. Click once and you're in.