You don't control a single ship. You issue orders β and watch what happens.
Explore a fog-of-war sector, colonize what you find, and set directives for governors and planet leaders rather than commanding units directly. They can misread an order, a star can die and take a colony with it, and an invasion can arrive in escalating waves β you monitor and respond, you don't micromanage.
Runs in your browser · no install, no account · saves locally · actively evolving prototype
Every system exists to make delegation the actual game, not a shortcut around it.
A fog-of-war sector of star systems, each hiding a random mix of colonizable planets, asteroid belts, gas giants and derelicts. Scouts visibly travel the map, week by week.
You set a directive; a Governor relays it to Planet Leaders. Their competence decides whether it's followed β or quietly reinterpreted, and the report tells you which.
Credits, Materials and Research fund four planetary Centres and a 12-node tech tree across Economy, Military, Governance and Logistics β real trade-offs, not one number going up.
Warships are gated by Military Centre tier and by what the sector can actually afford β every ship's cost and affordability is shown live before you commit.
Most stars stay stable. Some don't β a star going supernova can wipe every colony orbiting it, with no warning beyond how far along it already was.
Traders establish passive-income routes between your systems; Bulk Transports haul cargo on long round trips to Regional Command, off-map, and back.
It's a single web page β the whole simulation runs in your browser and saves your sector locally as you play. Nothing you build is ever sent anywhere.