Metal Mine
Where every empire starts. Nothing further down this list is affordable without it.
Real-time strategy · Free to play · Season one open
The worlds agreed to speak to each other again, and for a while it held. Now the fleets are waking up and every system is choosing a side. Claim a homeworld, put a fleet in the sky, and send it out — the crossing does not stop when you close the tab.
A sample readout. Somewhere a fleet is always in the air, and it arrives whether anyone is watching or not.
| Mission | Route | Progress | Arrives in |
|---|---|---|---|
| Attack | 2:114:82:117:3 | 04:12:38 | |
| Transport | 2:114:82:114:11 | 00:41:07 | |
| Espionage | 5:007:25:009:6 | 00:03:52 |
In game
No cinematics. The galaxy you command is the galaxy you look at: a hex chart of contested systems, a homeworld you raise by hand, and a research hall that decides what you are allowed to fly.
Galaxy map
System view
System view Construction bay
Construction bay Ship research
Ship research Economy
The ground gives up metal, water and stranger things, and it gives them up slowly. Everything you own is a level you paid for and a wait you sat through — and the queue keeps working long after you have gone to bed.
A homeworld, in order
Where every empire starts. Nothing further down this list is affordable without it.
The hall that decides what your engineers are allowed to imagine.
Where a doctrine stops being a diagram and becomes a hull with a crew in it.
The heavy slips. The largest hulls in the galaxy cannot be laid down anywhere else.
What comes out of the ground
No two worlds hold the same things, and you only find out by looking.
Fleet
A ship is a frame with modules bolted onto it, and that pairing is a doctrine you research before you can build it. The catalogue holds thirty-two of them across five tiers — and the tiers are five ages of the galaxy, from the first hulls that crossed between planets to the Titans that outgrew the people who drew them.
Select a doctrine
T1Thin hull, good eyes. It goes first so the rest of the fleet does not have to.
Profile
Era
The Great Reunification
The first ships to cross between planets, built in the quiet years after the worlds agreed to speak again.
Six of the thirty-two — every age represented, and the last one twice.
Territory
Most of a system is nothing at all, and that is what makes the rest matter: a basin of ore, a wreck nobody ever cleared, a well of gravity that will never hold a structure. Empires grow one cell outward from their own border, so the walls decide where the corridors are — and the corridors decide where the war is.
Every cell you take has to touch one you already hold. Nobody lands a claim on the far side of a system, so a frontier is a real line and moving it is a campaign rather than a purchase.
A mine out on a rock does not pay the rock. Everything you raise on the ground is a bonus on the worlds you already own in that system — never a total counted across an empire, so what you are playing is the shape of your territory, not its size.
Empty or held, ground is taken by a fleet — and a defended cell shoots back with its guns and everything parked on it. Then a clock runs before the cell is yours: nothing flips the moment the shooting stops.
What the ground can be
Mineral belt
The only ore there is
Debris field
Wall you can clear
Gravity well
Permanent wall
Nebula
Cover
Science anomaly
One to a system, at most
Command
Fifty commanders, across five rarities. You put one at the head of a fleet and one in charge of a world, and what they are good at quietly becomes what you are good at. The legendaries do not only sharpen their own fleet — they carry the whole warband with them.
Rarity
Legendary
Assault · War Cry
Epic
Assault · Alpha Salvo
Rare
Scout · Phase Veil
Legendary
Bastion · Rampart
Epic
Assault · Barrage
Rare
Bastion · Rampart
Legendary
Hunter · Warband
Epic
Bastion · Rampart
Legendary
Industrial · Overproduction
Epic
Scout · Manoeuvre
Legendary
Scholar · Eureka
Legendary
Bastion · Rampart
Twelve of the fifty. The frame tells you how rare they are.
Worlds
Some worlds will feed a population for a century. Some pay in things that should not exist. Some are bare rock nobody will ever come for, which is its own kind of value. You do not know which is which until you have looked.
Lush
Water, weather, and room to grow into.
Ocean
Almost no land, and every metre of it argued over.
Arid
Dust and thin air. Shallow ground, easy digging.
Frozen
Locked solid. Everything here is harder than it ought to be.
Magma
Still cooling, still moving. It pays in things you find nowhere else.
Barren
Bare rock. Cheap to hold, and no one is coming to take it from you.
Blue giant
No surface to stand on. You take what you need from orbit.
Seven of the types you will survey.
Dispatches
Buying a cell with metal is gone: fleets take ground now, empty ground included. Structures gained levels, a cell holds three of them, and everything they pay goes into your worlds.
Read the dispatch →New players cannot be attacked while they find their feet — and cannot attack either. Plus vacation mode, for the weeks you are not there.
Read the dispatch →Fleets are drawn on the galaxy map while they fly, enemy fleets show up inside your detection range, and a world under threat carries its own countdown.
Read the dispatch →Deploy
Free to play in the browser. Pick a name, take a planet, and start deciding what the galaxy looks like.
Claim a homeworldNo download. No client. It runs in a tab.