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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; raiders strike your supply lines; and a rival power charts toward your frontier. You monitor and respond β€” you never micromanage, and you never move a single ship.

Runs in your browser · no install, no account · saves locally · actively evolving prototype · military layer added Aug 2026

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, five tech lanes

Credits, Materials and Research fund four planetary Centres and a 15-node tech tree across Economy, Military, Governance, Logistics and Frontier β€” real trade-offs, not one number going up.

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A navy you delegate

You never move a ship. A Military Overseer β€” with their own competence, aggression and loyalty β€” positions the whole fleet to match the one doctrine you set, and sends requests you approve or deny. Warships run Fighter to Titan, gated by tier and by what the sector can afford.

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A rival on the frontier

A rival power a few sectors away charts toward your space and, once your borders meet, mounts assaults on your weakest border colony. Raiders harry your colonies and trade routes in between. Lose ground and you can mount an operation to take it back.

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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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Expansion has a price

New colonies draw a weekly subsidy from the treasury until they're self-sufficient. Over-reach and infrastructure decays and ships get mothballed β€” but switching to Build Infrastructure always digs you back out.

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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. A Jump Drive opens sector-by-sector expansion across an endless grid.

Recent updates

It's an actively evolving prototype. Here's what's landed lately.

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.