Store data
- Store status
- Coming soon
- Scheduled release
- 19 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 19 November 2026
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Battle it out in this classic Real Time Strategy experience to defeat your opponents and establish a foothold on new worlds! Set in the future, space travel is commonplace and new technology affords for the discovery and settlement of nearby planets. Lawlessness abounds on these novel horizons as multistellar corporations compete to achieve dominance. Join in the fight and command your forces to victory!
Play either the skirmish mode for a classic RTS experience, or play the alien swarm mode to face off against endless waves of ever growing alien enemies.
Employ a wide variety of vehicles equipped with various weapon systems. You can find units equipped with howitzers, mortars, long range cannons, powerful lasers, and even rocket batteries. Each type excels in different situations. Explore your own preferred units and weapon systems and tailor your own loadout to your own playstyle!
Take control of the skies with versatile fighters, or project power with ground attack aircraft and powerful gunships. Build and manage your airfields to repair and reload fully controllable aircraft. Be on the lookout though, and make sure your own forces are well defended against enemy aircraft!
Manage your economy through an intuitive production chain. Gather raw resources to process into materials, then upgrade to advanced alloys and unlock the strongest units and technologies. While you can produce everything you need in-base, you'll still benefit from establishing map control and capturing natural resources spread throughout the map.
Enemy players aren't just faceless foes. They'll send messages throughout the game to communicate their findings, observations, and intentions to you while you play. With varying degrees of sass, of course.
Tailor your unit rosters to your own playstyle via the unit loadout system. Each company offers their own unique roster of units to choose from, with the freedom to choose the model characteristics best suited to your playstyle and unit composition. Take care, though! It will be up to you to balance your forces and manage any threat that the opponent may offer.
Hey everyone!A bit of news to go along with this demo patch. There had been up until this point a cryptic greyed out "conquest" mode in the UI, and a very brief reference to it in the store page. After quite a bit of deliberation I've reworked and overhauled that game mode, and I'm excited to share the new reworked mode replacing it:Alien SwarmDefend against endless waves of alien enemies, and try to hold your base as long as you can! It's a brand new way to experience the game and the maps, where a mix of enemies approach from a variety of angles, so you'll have to stay on your toes! Stay tuned, I'll be adding a couple maps from this new mode to the demo once I've finished polishing up and balancing the wave math. Patch NotesThe new mode isn't unlocked to play next, but the demo does include a number of balance changes and bug fixes:Updated map images in the map selection UIAdjusted...
Read full update on Steam ↗Good morning everyone! The demo is now updated with bugfixes and improvements. Change List:Fixed one light gun carriage cost that was inconsistent with othersLight Dual Cannon: reduced damageFixed unit type display in loadout pane to support more unit typesFixed lopsided team starts (1v2, 2v1)Added effect to repair bay while workingExpanded resignation conditions for the AIAI no longer trains bridge builders on maps without bridgesAdded AI difficulties to mid-match player name listAdjusted water color on Team DivideAdded armor and damage types to unit tooltipReworked unit icons for increased clarityUpdated some small info icons (health, damage, etc.)Updated building icons with updated resource iconsSlightly increased the resource UI panel sizeReorganized cost icons on the Loadout Page
Read full update on Steam ↗Thank you to everyone for the feedback and bug reports!The demo patch is now live and includes a number of important bug fixes as well as a few balance changes and improvements. Change List:Added option to turn off chat messages from opponentsAdded volume settingsAdjusted music volume so background tracks are more audibleNegative handicap now applied to easy and moderate AI difficultiesFixed issue where navigation plane would scan before cliffs spawned, allowing units to move through some cliffsPlayers must now go through a resign confirmation before returning to the main menu to prevent accidental returnsExpanded aircraft hitboxes to make them easier to click onAdded unit cost to information pane in loadout pageMoved loadout creation list into its own windowPartially built buildings now visible under explored fogBridges now visible under fogBuilders now move to the closest side of a...
Read full update on Steam ↗Hi everyone! I wanted to share a new feature I've been developing, AI chats! Computer players have the ability to send you various little taunts and messages throughout the game. They range from basic little messages just saying hello to scouting advice or messages asking for help defending their base. It's a feature I really like, and I think it really adds a lot more personality to the AI players you play against while also providing a lot of useful info, especially in team games.
Read full update on Steam ↗Good Morning Everyone!There's quite a lot going on behind the scenes, but I want to focus on the new reworked loadout selection system. My goal is to streamline the unit selection process and simplify choices by providing more structure to the loadout composition. In the new system in each slot on the left hand side corresponds to a unit series, where you can select from a small set of choices within that series. This is similar to how unit series were defined before, but now each series has its own dedicated slot to fill. You also may notice that the loadout now includes a selection for a company bonus! Some may provide you a modest boost to unit stats that persist throughout the game, while others may provide you with a starting unit to kickstart your production. That's it for now, stay tuned for more updates!
Read full update on Steam ↗Good Afternoon Everyone!Let's go over the three basic types of aircraft. We have fighter planes, attack planes, and gunships. All of them train from an airfield and have some similar mechanics to know about.Shared MechanicsAircraft all have the same basic mechanics. They train from an airfield, and once they run out of ammo they have to return to an airfield to resupply. Airfields also repair damaged aircraft, so players can return them early if needed. FighterThese light aircraft are typically the least expensive, and can effectively attack both land and air targets, making them a universal well rounded unit. They don't have much armor, though, so be careful around enemy air defenses!AttackHeavier than fighters, attack planes specialize in attacking ground targets. Different models will come with a variety of weapons so you'll have to decide which ones suit your playstyle the best. P...
Read full update on Steam ↗Good morning everyone! This month I'd like to share with you a little update we've been doing to the terrain. It's a bit of a balancing act between making it aesthetic while keeping it performative, but we're pretty happy with the results so far! Take a look at the old bridge scene side by side with the new one:There's a bit more irregularity to the cliffs, a bit more detail to the ground, and some updated water. When put together it breaks up the solid lines and adds a bit of that 3D effect to the ground. Almost like grass viewed from above.That's it for this update, there's a lot happening behind the scenes so stay tuned for next month!
Read full update on Steam ↗Good morning everyone!There's been quite a bit of work done since the page was announced. I've added some quality of life features, updated parts of the UI, and improved the functionality of the loadout selection page. Most importantly, though, I've been working on a tutorial/playtest mission to help validate and polish core systems:So far the map consists of a series of attack waves, as well as a couple objectives to take before you can achieve victory. I've also been focused on making the battles feel more impactful. That means quite a bit of playing around with the numbers, but I've also added a smoke trail effect when units are destroyed, which allows the player to more easily see how many units are getting destroyed during fights. I've also added a handful of more unit types that I'll wait to show off once the unit rosters are a bit more finalized. That's it for now, stay tuned f...
Read full update on Steam ↗Steam currently lists 19 Nov 2026 as the release date.
Hey everyone!A bit of news to go along with this demo patch. There had been up until this point a cryptic greyed out "conquest" mode in the UI, and a very brief reference to it in the store page. After quite a bit of…
Good morning everyone! The demo is now updated with bugfixes and improvements. Change List:Fixed one light gun carriage cost that was inconsistent with othersLight Dual Cannon: reduced damageFixed unit type display in…
Thank you to everyone for the feedback and bug reports!The demo patch is now live and includes a number of important bug fixes as well as a few balance changes and improvements. Change List:Added option to turn off ch…
Hi everyone! I wanted to share a new feature I've been developing, AI chats! Computer players have the ability to send you various little taunts and messages throughout the game. They range from basic little messages…
Good Morning Everyone!There's quite a lot going on behind the scenes, but I want to focus on the new reworked loadout selection system. My goal is to streamline the unit selection process and simplify choices by provi…