A real-time multiplayer 4X set in a persistent galaxy of 729 sectors. Mine the belts, build a fleet, and push past the secured frontier into lawless space where patrols never reach and pirate stations trade with anyone. The galaxy keeps running when you log off.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“This game has waited for years. It should not have to wait alone any longer.

I have carried E-xode: ROM in my head for a long time, every rule and every mechanic, down to the detail. I built several earlier versions along the way, and each time I hit the same wall: I am one person, and a world like this needs sound, music, illustration and more hands than I have. It is only with generative AI that I could finally carry a first, minimal but complete version to the end, on a budget I could afford. That version is the game you can play today.

What it needs now is not a crowd. It is a small community: a few players who love a persistent, real-time galaxy that keeps running when they log off, and who will tell me what works and what does not. I would rather have a handful of engaged pilots than a large indifferent audience.

Early Access is how I meet them while the decisions are still open: balance, the shape of the economy, what risk should feel like at the edge of the map. And it is how the game can grow, because the support of players is what lets me pay artists, musicians and developers to join the project instead of doing everything alone.

If the game does well, living from it would of course be wonderful. Realistically, the first goal is smaller and more important: that its income lets me pay people to make the assets, and spend a little more of my own time on it.”

Approximately how long will this game be in Early Access?

“I am aiming for roughly nine to twelve months, with an exit in the autumn of 2027. That is a plan, not a promise, and the date may move back depending on how Early Access goes.

The game runs today. What it needs is depth in each of its four pillars: exploration, economy, resource extraction and combat. How fast I get there depends on what the community tells me matters most, and on what the project can afford to bring in: every artist, composer or developer who joins is paid from the support the game receives.

I would rather stay in Early Access until the game deserves to leave than exit on a schedule. If the estimate changes, I will say so here and explain why.”

How is the full version planned to differ from the Early Access version?

“I want to deepen what already exists rather than bolt on systems for their own sake.

- Economy: richer station trade, with supply and demand that reacts to what players actually haul
- Combat: more tactical depth in fleet engagements, and risk in lawless space that feels meaningful rather than random
- Progression: a fuller quest system and character skills, so a pilot's history shapes what they can do
- Exploration: more reasons to push into the outer regions than ore alone
- World: the Codex, the factions and the history behind the exodus keep growing
- Craft: more original art, music and sound, made by people I hope to pay with what the game earns

These are intentions, not commitments. Which one lands first, and in what form, is exactly what I want to work out with the players who join me.”

What is the current state of the Early Access version?

“The game is playable from end to end today, in your browser and as a desktop client, on the same account and in the same galaxy.

What works now:

- A full-size persistent galaxy: 9 regions, 81 star systems and 729 sectors on a 3x3 danger grid
- Real-time multiplayer: the server advances the universe whether or not you are logged in
- Mining across six minerals, from common sand in secured space to voidglass at the edge
- Specialised ship hulls across three roles (mining, logistics, firepower), with fleet management from your first session
- Station trade, gates, NPC patrols, pirates, and pirate stations that trade with anyone in lawless space
- Corporations, standing with the two powers that share the stars, a passive skill tree with free respec, and a Broadcast board
- MMO, PvP and tournament modes, an in-world Codex and a guided tutorial for new pilots

What is still thin: quests and character skills are at an early stage, the economy does not yet react as dynamically as I want, and combat is the area I expect to change the most.

Worth saying here as well as in the AI disclosure: I build this game alone. I wrote most of the code myself, and I used generative AI as a tool for the rest of the development and for the images, sound and music I could not make or afford to commission. Everything was chosen, edited and integrated by hand. The design and the world are mine.”

Will the game be priced differently during and after Early Access?

“The base game is free to play and stays free after Early Access. That is the model, not a launch promotion.

Free accounts play the game in the MMO universe, with limits: one character and up to 20 ships per character. Time on your account lifts them: up to 3 characters, up to 100 ships per character, the PvP and Tournament universes, and posting on the Broadcast board. A larger fleet is a real advantage in a fight, and I would rather say it plainly than pretend otherwise.

Time is sold as one-time cards of 30, 90, 180 or 360 days. Nothing renews and nothing has to be cancelled. Buying again before your balance runs out extends it instead of restarting it.

I also see it as a way to support the project. Before anything else, what the game earns goes back into the game: paying people for artwork, video, music and sound, new features, and a little more of my own time to build them.”

How are you planning on involving the Community in your development process?

“The Steam Community Hub is my main room, and a small community is exactly what I am looking for.

Concretely:

- Regular update posts that explain what changed and why, not a bare changelog
- Open threads on the decisions in front of me: balance, the economy, what to build next
- A Discord for players who want a faster, day-to-day channel
- Feedback read and answered by the person building the game: there is no team and no support layer between you and development

I cannot promise that every suggestion ships. I can promise that suggestions are read, that I say what I decided, and that I explain the reasoning when the answer is no. I do not need a big crowd. A few players who care, and who are told why, are enough to shape this game.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

One person, one long-held galaxy

For years I carried this whole game in my head: the rules, the mechanics, the way a fleet crossing a sector should feel. I had already written most of the code in earlier versions, but I never had the means to make the sounds, the music and the art that a place like this deserves. E-xode: ROM exists because I finally found a way to carry it to the end, and I used AI to do it. I say so openly, and I explain why in the AI disclosure on this page, because it is part of the story.

A galaxy that does not wait for you

Command your fleet from the bridge of a capital ship, in real time, in a shared and persistent universe. The server never sleeps: sectors and fleets keep moving whether you are logged in or not. No turns, nobody to wait for.

Nine regions, 729 sectors, and a choice of how far to go

Every universe holds 9 regions, 81 star systems and 729 sectors, linked by gates. You start in the Ethereal Expanse, fully secured. The further out you fly, the thinner the law gets, and the edge is not policed at all. The most precious ore, voidglass, lies exactly where the patrols are not. Every mining run is a bet.

Build a fleet with a purpose

Command specialised hulls, from miners and haulers to escorts, strikers and tanks, and group them into fleets. Armed ships take on the pirates of lawless space; miners and haulers keep your economy alive. Every choice has a price.

A galaxy full of other commanders

Found a corporation and fly its tag. Earn standing with the two powers that share the stars, the Nexus Protectorate and the Crimson Corsairs, and live with the consequences. Grow a character through a passive skill tree with a free, unlimited respec. Follow what the commanders around you are saying on the Broadcast board.

Made by a player who grew up on these worlds

This game sits where my own history as a player meets: the early browser space games I lost whole evenings to, the huge online universes where every pilot's decisions ripple outward, and the space operas that taught me what a fleet on the horizon feels like. It is a small production without a big budget, built with love for that heritage.

Browser and desktop, one universe

E-xode: ROM runs in your browser and as a desktop client. Same account, same galaxy, same session.

Early Access, and how you can help

E-xode: ROM is free to play. The free version is limited: one character and up to 20 ships per character, in the MMO universe. If you enjoy what I am building, you can buy time for your account (30, 90, 180 or 360 days, one-time, no renewal): up to 100 ships per character, up to 3 characters, access to the PvP and Tournament universes, and posting on the Broadcast board. It is also the most direct way to support the project. Every bit of income goes back into the game before anything else: new features, people to help me build them, and the artwork, video, music and sound the game deserves. The game is in Early Access, and the roadmap will be shaped with the players who join it. It is currently available in English and French; more languages are planned.

AI Generated Content Disclosure

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

I am the sole developer currently working on the game. I have long held a complete blueprint for the project in my mind, including specific gameplay rules and mechanics.
In the past, I managed to develop early versions of the game, writing 80% of the current codebase but I lacked the skills or the resources to produce the necessary assets, such as visuals, ambient elements, sound effects, and music. It was only with the advent of LLMs (Large Language Models) and artificial intelligence that I was finally able to bring this initial version to completion within the budget I could afford.
Even with the help of LLMs, I spent a great deal of time generating and testing various iterations of assets: images, sounds, and music, selecting them with great care to get as close as possible to the atmosphere I had envisioned for the game over the years.
By releasing the game in Early Access, I hope to receive financial support from players. This will primarily allow me to continue development, create increasingly high-quality assets, potentially bring in help with the coding to introduce more features, and collaborate with artists to further enhance the game’s unique atmosphere.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS *: Windows XP
    • Processor: Intel Pentium 4 or later w/ SSE2 capability
    • Memory: 2 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 1 GB available space
    Recommended:
    • OS *: Windows 7 or Above
    • Processor: 1.4GHz or Better
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 1 GB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • OS: OS X Lion (10.7)
    • Processor: Any Intel 64-bit
    • Memory: 2 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 2 GB available space
    Recommended:
    • OS: OS X Mavericks (10.9) or Above
    • Processor: 1.4GHz or Better
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 2 GB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: Intel Pentium 4 or later w/ SSE2 capability
    • Graphics: 2 GB de mémoire
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 16.04 or Later
    • Processor: 1.4GHz or Better
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 1 GB available space
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