A galaxy to conquer
The game page now opens on a galaxy: a hex map of 331 sectors with asteroid fields, gas giants, shipyards, academies, relays, nebulae, anomalies and jump gates. Everything still runs in your browser – the server comes in a later step.
What you can do
- Fly your flagship across the map. It is your headquarters and supplies the sectors around it.
- Attack pirate-held sectors within three hexes. When your fleet arrives, the battle from the prototype starts – with your real ships, their damage and your pilots.
- Fill your queues: ships in the shipyard, pilots in the academy, upgrades for the flagship.
- Come back later: a report tells you what happened while you were away.
What changed on the way
We let a scripted player play a week. With no limit on the fleet, it owned 222 ships after seven days. Now command points cap the whole fleet, and the command bridge raises the cap step by step. Pirate garrisons also grow much stronger further from the start zones.
With three sessions a day, the scripted player now holds 5 sectors after the first day and about 22 after a week. Our target is 15 to 20, so expansion is still slightly too fast. Garrisons will slow it down once they cost ships.
What it means for strategy
Supply lines matter from the start: sectors that lose contact with your flagship or a relay yield only a quarter. And your starting fleet costs energy, so the gas giant next door is a good first target.
Next
Interface and accessibility: a tutorial, keyboard play, colour-blind mode and a cleaner layout.