Fleet, not empire
Homeworld-scale motion and combat. Ships have hulls, heat, and crews you grow attached to — not counters on a map you paint.
Fleet RTS · Roguelike · Cosmic horror
In developmentYou command a vulnerable fleet through deep space. Every run ends the same way: the universe decoheres.
PREMISE
The pitch
A real-time strategy game in the Homeworld tradition, a roguelike that remembers what you left behind, and a horror story that gets worse the more you understand.
You do not colour in a galaxy. You shepherd ships you care about through orbital bands, hostile space, and decisions that cost hull, heat, and time. Resources are earned, not vacuumed off the map — finite deposits, molecular composition, production queues. Hull alloy and cryogenic methane, not a generic minerals stockpile.
Progress itself is the wound. Every hyperdrive jump pulls an unknowable presence further into reality.
DESIGN
Four commitments
Homeworld-scale motion and combat. Ships have hulls, heat, and crews you grow attached to — not counters on a map you paint.
You come back. The universe keeps wrecks, logs, salvage, and the knowledge you earned. Persistence is memory, not victory.
Mobility, understanding, and stronger tools make the universe more hostile. The antagonist is asymmetric — a swarm, a pressure, a wave — never a mirror fleet with a different paint job.
Information is delayed, partial, and sometimes wrong. Stronger sensors erode certainty. The long game is noticing what the universe is trying not to tell you.
BUILD
Three layers
Fleets, orders, combat, orbital bands, and a swarm antagonist prototype. Furthest along.
ProgressPlayable prototype
A chemistry model, authored products, deposits, and production scaffolding. The loop still has to become playable.
ProgressData & queues
Surface layers and level-of-detail, following the same pattern as space: sim types first, view second.
ProgressEarly
DIARY
Dev log
First entries are drafted — the diary opens with the pitch and the project architecture.
Read the full dev log →