OVERHEAD 2D SHOOTER WITH HARD SCI-FI PHYSICS.

Rule 01

No fantasy weapons. No energy shields.

Projectiles and missiles to take down enemy ships.

Rule 02

Mass and energy management

Carefully manage your ship's mass, energy and heat to win the day.

Rule 03

Distinct ships with distinct roles.

Team up to form a balanced fleet and work together to achieve objectives.

Rule 04

Win each map to win the war.

Campaign flows from map to map with a definitive advantage gained from each engagement.

How a match works

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FIG. 2.1 — MATCH CYCLE

How a match works

FIVE TO TEN MINUTES. EIGHTY TICKETS.

Up to 32 players. Bots fill any combat or support role. Teams fight over destroy, defend, capture and extract objectives — relays, forward printers, power cores. Die and you print a new frame: five to twenty seconds, heavier hulls slower. What you win here changes the next front.

Flight

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FIG. 2.2 — MOMENTUM FLIGHT

Flight

YOUR SHIP HAS MOMENTUM

Thrust changes velocity. Rotation changes where your weapons face. W and S fire the mains; A and D command a turn rate, then the flight computer brakes toward a predicted heading. Shift boosts. Positioning matters as much as aim.

Weapons and targeting

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FIG. 2.3 — RAILGUN LEAD

Weapons and targeting

KINETIC COMBAT

Railguns reward positioning and precision — they fire along the hull. Turreted cannons and flak trade power for a flexible arc aimed with the mouse. Recoil shoves light frames. There is no shield to hide behind.

Missile lock

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FIG. 2.4 — DESIGNATE, TRACK, LOCK

Missiles

DESIGNATE. TRACK. LOCK.

Q designates a target. Lock builds while you keep range and line of sight. Guided fire requires LOCKED; otherwise the round leaves unguided toward the cursor. Point defence and chaff are the answer.

Heat, energy and propellant

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FIG. 2.5 — THERMAL LIMIT

Heat / energy / propellant

THREE BUDGETS. ONE HULL.

You are flying a thermal machine, not a health bar. Overdraw any budget and the ship stops fighting before it stops existing.

Heat

Weapons and boost dump heat. The HUD walks normal → warning → critical → shutdown. Heat sinks buy time; coasting buys more.

Energy

Every shot and beam draw from a shared capacitor. Empty the pool and the guns go quiet until it recovers.

Propellant

Engines burn reaction mass. More mains drain the tank faster. Resupply modules refill it — if you can reach them.

Team roles

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FIG. 2.6 — FORMATION

Team roles

NO CLASSES. LOADOUTS.

A frame is a printed body with hardpoints. You pick physical character — mass, arcs, print time — then tune weapons and modules. Roles emerge from how the fleet flies together.

  • RECONScout / pursuit
  • GUNSHIPCounter-assault
  • MISSILE SLEDDefensive anchor
  • EW SKIFFDisruption

Hold F to grapple. A Stacker Rig host can dock you into a stack: shared energy and point defence, worse acceleration and heat.

Three-front campaign map
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FIG. 2.7 — THREE FRONTS

Campaign / three fronts

ONE WAR. THREE FRONTS.

Heliopause, gas giant, inner system. Industrial capacity and the last fight both matter. Lose the outer shell and the fleet can harvest; hold it and they burn ships for fuel.

The Heliopause
01Reconnaissance

The Heliopause

Detect, intercept and delay the incoming fleet at the outer sensor shell before they can disperse into the system.

StakesLose the battle and the fleet can harvest water, metals and fusion fuel among the outer planets. Win it, and the invaders are forced to recycle their ships for fuel.

The Gas Giant
02Fleet combat

The Gas Giant

Fight over fuel, industry, moons and orbital infrastructure that provides a decisive advantage for the next battlefront.

StakesWhoever holds mid-system logistics can reinforce the outer shell or threaten the inner system core.

The Inner System
03Planetary defence

The Inner System

Defend or capture the populated core of the system.

StakesThis is where the war is won or lost. Each side faces the culmination of each battle in this final engagement.