
Procedural systems
Systems and planets generated with density tier, archetype, deposits, and race bonuses so where you settle is a decision - not a respawn skin. Round two pushes colonisation and claiming into the map layer.

Exploration & presence
I want the star map to be the game's spine - not wallpaper behind a build queue. Discovery, positioning, and eventually contested space should matter as much as a refinery upgrade.
Pan across an infinite grid where fog hides composition, neighbours, and opportunity. Fleets are arguments you send across hexes. Recon peels the fog before politics or combat - explorers lead, killers exploit, achievers secure high-value systems first.
99
Planet world types
4
Playable races
∞ grid
Map scale
37
Research topics
What you can do here

Systems and planets generated with density tier, archetype, deposits, and race bonuses so where you settle is a decision - not a respawn skin. Round two pushes colonisation and claiming into the map layer.

Travel, exploration, and dock workflows on a living canvas - pinch zoom on mobile, sector reachability, and fleet panels that stay shareable via URL state.

System recon drones and planet scans turn fog into actionable data. Espionage rewards patience - a very explorer-killer handshake before formal combat exists.
If this sounds like you
Explorers want every scan and hop. Killers want territory to contest. Socializers will eventually need shared map context - who holds which lane - but that layer is still ahead of alpha.
What you get out of it
Easy Fun from fog lifting and procedural surprise; Hard Fun when positioning fleets ahead of contest; People Fun when shared scans become alliance stories.