The corporations abandoned Kepler-11 and left its stations to the people still living in them. Somebody still has to move the cargo, mine the ore, and make what nobody else can. Nobody out here asks questions. Build a fleet in a living system that keeps turning, even when you're gone.

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Planned Release Date: Q1 2027

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About This Game

Example of game running in sidebar configuration.
BUILT TO LIVE BESIDE YOUR WORK

Hollow Sector is a desktop companion designed to keep running while you do something else. Leave it docked to the edge of your screen and the interface shifts into a compact vertical layout. Landscape and portrait remember their own sizes, so switching between them is instant.

Everything continues in real time, even when the game is closed. Keep it open and watch the Sector move, or step away and set notifications for the things worth coming back for.

Screenshot of game layout, focusing on the Solar System MapKEPLER-11 WON’T RUN ITSELF

The corporations stripped what they wanted out of Kepler-11 and walked. They left six planets, two asteroid belts and dozens of stations to four Factions, each with their own vision for the future. Will you haul freight, mine the belts, hunt raiders, decrypt hidden signals, rob convoys, or build something on a distant planet that outlasts you?

Nothing about where you start dictates where you'll end up. You have 10,000 credits, one station, and a single ship waiting for a pilot.

Screenshot of game layout, focusing on the Solar System MapTHE FRONTIER NEVER RESTS

The planets orbit on real schedules. Stations circle their planets. Asteroids drift the belts. Because everything moves in real time, distance is constantly changing. A quick, inexpensive trip now could cost far more later, making timing just as important as the destination.

Your job isn't to pilot anything. You read the sector, commit a ship, and build from there.

Asteroid detail panelEARN YOUR KEEP

FREIGHT | Move containers between stations. Payout scales. Distance, volume, and bigger loads draw more attention.

DEFENSE | Assign your fighters out to walk somebody else's convoy through bad Space.

THE CHOICE | Every contract shows its distance, payout, cargo and risk. Deciding if you can cover the risk, and whether the payout survives your upkeep is your call.

RATINGS | Contracts are rated from A to F, with A offering the best opportunities and F representing the lowest-tier work.

Jobs are scarce, so you take what you can get while every minute in flight eats into your earnings. You'll have to earn your right to be choosier and wait for better contracts from the Factions you've built relationships with.

Station Storage PanelWORK THE BELTS

CHOOSE YOUR ORE | Iron and nickel are common, low-value starter resources. Platinum is much more lucrative and attracts attention dull cargo never does.

CHOOSE YOUR ESCORT | Every asteroid carries a risk rating. Bringing a fighter costs you, but running into pirates without one could cost you more.

CHOOSE YOUR BUYER | There is a live economy spanning across all of the stations. Flooding a material at one station craters its price until the demand returns.

REFINE IT | A refinery turns raw ore into goods worth substantially more. The belts offer some of the easiest money in Hollow Sector, but one careless run can cost you a full hold.

Enemy Fleet PanelOR GO LOOKING FOR TROUBLE

Every dispatch carries its own risks. Escorts can tip the odds in your favor, while full coverage can all but guarantee a safe run. The question isn’t whether space is dangerous, but how much you’re willing to pay to make the journey safer.

Or stop defending... and start hunting. Raiders cross Hollow Sector on their own routes carrying bounties up to ƒ30,000. Send a fighter after a moving target and take it down before it slips out of the Sector.

Encrypted message being decodedLISTEN TO THE DARK

Encrypted transmissions surface on open channels, buried beneath corrupted signals. Decode them and you might uncover coordinates to abandoned cargo, a strike order targeting a friendly station, or a distress call offering the kind of payout you may never see again.

Behind every transmission is the Eclipse Syndicate, carrying out its plans on its own schedule, whether you intercept them or not.

Fleet PanelJUST TAKE IT

Faction convoys are always moving through the Sector, whether you’re involved or not. A Cargo Scanner puts them on your map, revealing their cargo and the fighters guarding it. Fighters do the rest. Win and you seize the hold. Lose and the raiding party is gone. Either way, the Faction you hit remembers your name, and sooner or later, they come to collect.

There's quieter money in it too. The Eclipse controls the only station in the Sector dealing in narcotics, munitions, hacked tech, and cargo better left off the manifest. Buy it cheap, move it into lawful space, and sell it for several times what you paid. The hard part isn’t making a profit. It’s getting past dock security with the cargo still in your hold.

EEvery lawful station has a security rating that shifts throughout the day. Bring in contraband and you roll against it. Pass, and you sell at full price. Fail, and they seize the load, fine you, and remember the offense. Earn the Syndicate’s trust and you can buy the Shroud, a freighter built to pass every inspection.

Piracy comes at the cost of your reputation, so choose your targets carefully. Today’s victim could be tomorrow’s employer.

Colony ScreenTO THE PLANET'S SURFACE

Earn the right to command a Claimrunner, carry colonists to an unclaimed world, and build a habitat of your own.

CREW ROLES | Every colonist is an individual. Engineers run the power, Medics hold the clinic, Researchers run the surveys, and you post each of them yourself.

Power | Plants generate the power every structure draws continuously. Overbuild and the whole colony loses power until you fix it.

LIFE SUPPORT | Your crew needs food and water. Run out and things can turn quickly.

SICKNESS | Let health decline and your crew gets sick, stops working, and worsens in stages. Leave them untreated long enough, and you’ll start losing people.

THE PAYOFF | Some materials exist nowhere else in the Sector. Refine them in your machine shops and they become the most valuable cargo in the game. All it costs is time, power, and manpower.

Screenshot of game layout, focusing on the Solar System MapBUILD SOMETHING THAT RUNS WITHOUT YOU

DRONE BAYS | Mine an asteroid forever with no ship and no dispatch, recalculating the route each cycle as the target drifts away.

BASE DEFENSE | Shoot raiders out of the sky when they stray too close and earn the bounty on their demise.

SALVAGE SCANNERS | Find stranded cargo drifting near your stations.

PRODUCTION | Keep converting raw material into finished goods at every base you own.

Screenshot of game layout, focusing on the Solar System MapCHOOSE WHO YOU WANT ON YOUR SIDE

Four factions, four reputations, each tracking what you do. Earn their trust to unlock better contracts, shipyard expansions, and restricted ships you can’t buy anywhere else. Defend their stations and they’ll remember it. Raid their freighters and they’ll remember that too.

STORIES FROM WITHIN THE HOLLOW SECTOR

  • A Hauler out of Bastion Gate took a long run on a slow ship and got home owing more in upkeep than the contract paid.

  • Somebody dumped a full hold of platinum at one Station and watched the price fall out from under their own cargo.

  • A Captain saved a little money by skipping the escort, and a Risk-6 Run explained what fighters are worth.

  • A Fighter reached the raider's last known position four minutes after it left, and came home with nothing but the fuel bill.

  • Somebody pulled a strike order out of the static with an hour on the clock and exactly one ship close enough to make it.

  • A Station went quiet mid-sentence, and nobody has said what happened to whoever was sending.

  • There's a Settlement where nobody staffed the clinic for two days, and they're still finding names in the storage manifest.

  • A Colony pushed its power grid too far and went dark, forcing someone off the water line just to get the lights back on.

  • A Trader came back after a weekend away to a full storage bay and a station still waiting on an answer.

  • There's an Operator who spent a month robbing Consortium freighters and can't get a contract worth taking anymore.

System Requirements

Windows
macOS
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 660 / AMD Radeon HD 7790 / Intel HD Graphics 520 (Skylake)
    • Storage: 250 MB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1050 / AMD RX 560
    • Storage: 250 MB available space
    Minimum:
    • OS: macOS 11 Big Sur
    • Processor: Intel Core i5 or Apple Silicon
    • Memory: 4 GB RAM
    • Storage: 250 MB available space
    Recommended:
    • OS: macOS 13 Ventura
    • Processor: Apple Silicon M1
    • Memory: 8 MB RAM
    • Storage: 250 MB available space
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