Single-player space strategy about the last ship of a vanished civilization: built to copy itself, no longer able to. Turn dead systems into mines, refineries, and shipyards. Design fleets, command the fights, lose ships, never the factory. Find out what silenced the galaxy.

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Planned Release Date: To be announced

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About This Game

Arrive. Build. Replicate. Move on. That was the directive: ready each system for the colonists who would follow, copy yourself, and go on to the next. It was written by a civilization that expected to live forever. You wake damaged, alone, in a system you have no record of entering. Whoever wrote the directive is gone. The replication part is broken. Everything else can be repaired.

You explore a silent galaxy, one system at a time. You mine planets, build factories on their surfaces, run supply routes between them. You design ships, arm them, and send them in to clear out what's hostile, and loot what's left.

THE SHIPYARD, NOT THE WARSHIP

The Mothership doesn't fight. It builds the ships that do. You design the fleets and you command the fights, and the factory stays out of the line of fire. Ships are meant to be spent. Losing a fleet costs ships, resources, and time: a setback, not a game over. Build another.

THE LOOP

  • Scan each system for what's worth taking and what's still shooting.

  • Mine it, refine it, and turn it into a fleet.

  • Send the fleet in to clear what's hostile, then salvage the wrecks, yours and theirs.

  • Research bigger hulls and design your own ships and stations.

  • Then commit to a years-long burn and start again somewhere else.

THE QUESTION

The galaxy should be full of signals. It isn't. Underneath everything you build, that's the real job: finding out what happened to everyone else.

I'm building this on my own. No release date yet.

AI Generated Content Disclosure

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

Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.

3D art: Made by a professional artist. No AI.

Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.

Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.

Illustrations: Not in the game yet. They will be commissioned from professional artists.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-9300H / AMD Ryzen 5 3550H (quad-core)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1650 or equivalent
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: Pre-release estimates, to be finalized before launch. Large fleet battles are CPU-heavy: the simulation is parallelized and scales with core count. May run on recent integrated graphics (Intel Iris Xe / Radeon 780M class) at reduced settings, not yet guaranteed.
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-12400 / AMD Ryzen 5 5600 (6 cores)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 6600
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: More (and faster) CPU cores directly improve large fleet battles.
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