Online Multiplayer · Persistent 4X · in your browser

Claim star systems. Build fleets. Go to war.

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.

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FREE TO PLAY Every plan free. No download, no install. Mobile friendly, so you can check your empire on the go.

The galaxy map, showing hundreds of star systems
A star system in the solar view: sun, textured planets and the system panel
The ARGUS bridge view mid-engagement: fire control, targeting computer and the contact list
Galaxy · 400+ systems
Vessel - Feed Tactical map Link Standby
Why the link matters

Other games send you a battle report. Planet Epoch sends you to the battle.

Open the Tachyon Link and take the bridge while it happens.

Six questions

The rules only get interesting once you ask what stops you

Open one.

Q1What can you actually do once you're on the bridge?Open
ARGUS & the tachyon link

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.

Q2What stops the biggest empire from simply winning?Open
Unstable empires & crises

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.

Q3Why can't you just build a thousand ships?Open
Maintenance points

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.

Q4What special technology does each race possess?Open
Six races, six disciplines

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.

Q5How do you meet anybody out here?Open
Contact & diplomacy

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.

Q6What is there to actually lose?Open
Your capital

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.

Registered hulls

Build a versatile fleet from ships of every role and class

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.

Michigan battleship
Michigan Battleship
Widowmaker battle cruiser
Widowmaker Battle cruiser
Katana cruiser
Katana Cruiser
Heavy frigate
Heavy frigate Frigate
Gunship patrol craft
Gunship Patrol
Ranger scout
Ranger Scout
Colonizer colony ship
Colonizer Colony ship
Shipyard structure
Shipyard Structure
Border station
Border station Defence
Sensor buoy
Sensor buoy Early warning
The galaxy

Four hundred systems, hand-charted

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.

Fig. 1: Surveyed galaxy, 400+ systemsMap altitude
Stars

No two galaxies are alike: servers launch with up to 1,600 star systems, each with its own resources, population and yield.

Layouts

Four map types shape every war: Spiral, Cluster, Dumbbell and Sphere. A dumbbell galaxy has two heartlands and one bridge worth dying for.

Travel

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.

Gates

Some races can build Jump Gates: link two of your systems and cross the galaxy instantly, however many light-years apart they are.

Six races

Six unique races, six ways to play

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.

Your first hour

You start with three coloniser craft and no idea who your neighbours are

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.

01

Make a Commander

Pick a race, design a flag from twelve templates, name your house and your nation. That banner goes on every headline you ever cause.

02

Plant a Colony

Turn one coloniser into a colony in a distant system. Build a refinery. You now produce something worth taking.

03

Build a Fleet

Shipyards, hulls, equipment in the slots. Somewhere out there a scout sees your flag for the first time.

04

Open the Link

When the shooting starts, connect to the bridge and take the engagement yourself, order by order.

Live worlds

Join the Next Galaxy

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.

The fleet is yours. So is the bridge.

A persistent galaxy that runs whether you're watching or not, free to play, nothing to install. Click once and you're in.