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Sector Overseer

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

An overseer, not a commander

Every system exists to make delegation the actual game, not a shortcut around it.

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Explore in the dark

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.

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A real chain of command

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.

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Three resources, a tech tree

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.

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Fighters to Titans

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.

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Stars have a lifecycle

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.

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Trade & supply lines

Traders establish passive-income routes between your systems; Bulk Transports haul cargo on long round trips to Regional Command, off-map, and back.

No install, no account, no catch

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.