Space-age sandbox MMO on a sea world. Cut open other ships for salvage, fit your ship module by module and sell the rest. Then take an island or three with your crew and make it yours.

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About This Game

Praxion-7 is an ocean world with gravity like a life sentence. Four alien races came down anyway, one after another over more than a century, and built an archipelago of trade, salvage, and old grudges on top of the water.

You arrive last and with nothing. Your escape pod hits the sea, a passing crew fishes you out, and someone bolts an implant to your skull so you can work their tech. The crew puts you to work, and you learn the trade on their errands: how to fit a ship, how to shoot back, and what a market is telling you before it tells everyone else. You keep what you earn on the way, down to your first credits, your first ships, and the first modules worth bolting on. By the end of the session you have a friend or two and at least one enemy, and you will hear from all of them.

Fit a ship, then find out whether you were right. Modules snap into a ship's real interior space: weapons on hardpoints, thrusters at the rear, armor along the perimeter. You win real-time fights against players and NPC crews at the fitting screen as often as at the trigger.

Cut open what surfaces from the deep. Dead ships and debris drift up from the deep and gather into salvage fields. You cut them open, reprocess the raw material, and turn it into gear other players will pay for. Bounties buy the licenses that unlock the rare recipes.

Sell it to the people who need it. Another player sets every price on the market. No vendor buys from you, and none will bail you out. Supply, war, and distance move the numbers, and the only way to collect is to move cargo through contested water.

Lose a ship, and you lose the ship. Any ship can open fire on yours, including your own crew's. Win, and the wreck is yours to strip. Lose, and whatever survived the blast drops as loot, so you race back hoping nobody got there first. Either way, you watch the fight again in harbour and send it to your crew.

Push the implant further. Research widens your Control Relay Interface, the link between your skull and alien machinery. Each branch unlocks ships and modules and pulls more out of everything you already sail.

Bring people. Take ground. Sail as a fleet, build an enclave, ride the fast currents between regions and breach the beacons nobody has opened yet. 390 islands have no owner. Territory claiming is the next major system, and holding an island means somebody else cannot.

Each of the four races made the one-way landing chasing something of its own.

The Kharum Directorate is a cold industrial trading house that wins by owning what everyone else needs.

The Aurelion Synod are instrument-priests who came to measure and understand these waters.

The Kel'Thryx Assembly is a machine consensus, many drones that speak as one.

The Veykr Clade are bio-synthetic engineers who grow living tissue into their ships.

Around them live the lawless: the Free Collective under an elected Hetman, the destruction-obsessed Wreckers, and the zealots of the Forbidden Order.

Closed playtest is ongoing now, and you can follow it up on Discord: 

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Coding assistance is used for developing the game. Building automation test suites and creating support tools.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • Memory: 4 GB RAM
    Recommended:
    • Requires a 64-bit processor and operating system
    • Memory: 8 GB RAM