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CEASEFIRE 5:00

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Open a room, hold the line

Two to fourteen players, a symmetric map, twenty minutes.

Preview build, runs in the browser

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players
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minutes per match
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factions
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How it plays

How it plays

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.

01

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.

02

The first five minutes are a ceasefire

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.

03

Send your fleet

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.

04

Save your superweapon for the right moment

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.

factions

Three factions, three ways to play

White

Shields, speed, accuracy. Expensive, but crushing against the right target.

Black

Armour, low cost, numbers. Unstoppable in a mass.

Grey

Mercenary. Few ships, but each one does every job.

Screens

From the screen

Frames straight from the game; nothing retouched.

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Stores

Stores

App Store — Coming soonGoogle Play — Coming soon

Coming soon to the App Store and Google Play.

Open a room, hold the line