Open a room, pick a faction
Two to fourteen players start exactly alike on a symmetric map. White brings shields and accuracy, black armour and numbers, grey is the all-round mercenary. Your faction also decides your superweapon.
Open a room, hold the line
Two to fourteen players, a symmetric map, twenty minutes.
Preview build, runs in the browser

A twenty-minute space war. Everyone builds a base in the same room, the first five minutes are a ceasefire; after that fleets cross real distances on the map and the last one standing wins.
Two to fourteen players start exactly alike on a symmetric map. White brings shields and accuracy, black armour and numbers, grey is the all-round mercenary. Your faction also decides your superweapon.
Nobody can attack, but nobody idles either: raise your mines, gather asteroids, claim ground. Without the truce, whoever sprinted at a neighbour in the first minute would end the match before it began.
Distance is exactly what you see on the map; flights take real time and you watch the enemy fleet coming for you. Scout first, then strike. A twenty-minute match is worth about seventy game days.
All three stay locked through the ceasefire. The ion storm melts fleets in transit, the orbital gun opens a turtle, the blackout stops production. None of them wins alone — the last one standing wins.
A match ends in twenty minutes and every match starts from scratch; your results stay on your device.
Shields, speed, accuracy. Expensive, but crushing against the right target.
Armour, low cost, numbers. Unstoppable in a mass.
Mercenary. Few ships, but each one does every job.
Frames straight from the game; nothing retouched.



Coming soon to the App Store and Google Play.