X-WarsResurrection
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Achiever
Deep focusChallenge & triumph

Surface to orbit

Operations that respect your time

I want ship production to feel magnificent - not like unpaid warehouse work. Blueprint missions exist because clicking every factory hop by hand is not strategy; it is clerical labour.

Early alpha

More landing shortly

Some of this you can play today; some arrives in round two. I will tell you honestly what is live right now and what is still on the way.

What you get

What I want to achieve

Colony command should read like a mission control board: queue a schematic, watch components fabricate, launchpads batch cargo, orbital factories assemble hulls, and fleets form when logistics - not UI friction - allow it.

  • 8

    Component modules

  • 5,985

    Scout ship fits

  • 147k+

    Ship fit target scale

  • 33

    Constructions

What you can do here

Component fabrication

Hulls, engines, power, weapons, shields, scanners, and espionage modules built on-planet from refined stock. Slot rules and field limits make blueprints a design puzzle, not a shopping list.

Launch & orbital industry

Multi-bay launchpads, fuel costs, ascent animation as feedback, and orbital ship factories fed from surface logistics. Orbit is not a menu - it is a place with queues.

Blueprint mission execution

Queue a ship plan; the colony planner sequences builds, launches, and assembly when stock and slots allow. Parallel steps where possible - recovery when the sim races ahead of you.

Playable in alpha today

  • End-to-end component build, launchpad transport, and orbital assembly live.
  • Blueprint missions with step status, waits, and replan from round-one feedback.
  • Ship production UI with blueprint archive and colony command queue.

Landing next

  • More hull roles - colonisation hulls and system-flagging craft in round two.
  • Smarter mission recovery and clearer blocked-step reasons on mobile.
  • Combat-ready loadouts once engagement systems land.

If this sounds like you

Achievers optimise pipelines and mission queues for fleet milestones. Killers care once these hulls carry intent into contested space - operations are how threat becomes tangible.

What you get out of it

Serious Fun from orchestrating a colony plan; Hard Fun when launch timing and stock gaps threaten the queue; fiero when ascent and assembly complete.

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