Transmission 0001 · A persistent, shared galaxy

INTERSTELLAR

A persistent, multiplayer space strategy game. Build a ship, chart the dark, found colonies, run a real economy, fight for it — and climb the Convocation. The world keeps moving whether or not you are logged in.

Server tick
Timescale
Galaxy seed
Realtime link
SEC 01 // THE WORLD

A galaxy that's old, broken, and yours to hold

The map is a graph, not a plane. The civilization that once spanned it — the Meridian Compact — has fallen. What remains is the Spire, four great outposts, the player polities, and the Vael. You are a commander of one polity, in a galaxy that does not care if you log off.

01 Lane-bound space

Systems are nodes; hyperlanes are edges. You cannot shortcut across empty space — travel is lane-bound, which keeps the map legible and the chokepoints meaningful. Fog only on systems you haven't charted.

02 Discovery is a mechanic

Chart systems with Skiffs and probes — confirm the star, count the planets, report the metal. Charting is rewarded: it grants vote weight and is the precondition for claiming a region. The dark is there to be found.

03 The Vael

An expansion older than the Compact. They expand, raid, and absorb, and where they have passed the systems are quiet. They are not the enemy to defeat — they are the pressure that keeps it honest and the pacing valve on the frontier.

THE FOUR OUTPOSTS // NEUTRAL INFRASTRUCTURE
OutpostRoleWhat it offers
CALANTHTrade hubThe Exchequer's exchange — fastest credit transfers, best loan terms. The "bank" of the galaxy.
KHORVATHGreat yardThe largest Shipyards — bulk weapon and hull production, priority by Convocation standing.
AURELPolitical seatThe Convocation convenes here — bill filing, debate, and voting.
DUNMIREFrontier anchorThe deep-space anchor — the "front door" to the dark and the Vael front line.
SEC 02 // TIME

The world does not pause

The server advances the universe on its own clock. A game month is a fixed cadence of 30 ticks — the rhythm of the economy. The wall-clock speed is a live operator dial: by default 1 real hour = 1 game month, so twelve hours is a year and twenty-four hours is two.

T1 The tick

  • 1 game month = 30 ticks — the load-bearing cadence of the colony economy.
  • 12 months make a game year; the whole galaxy shares one clock.
  • Commands queue against the tick — you decide, then the world resolves.

T2 The tunable dial

  • hoursPerMonth — real hours that elapse per in-game month.
  • Range 0.05–168; default 1 (a real hour is a game month).
  • Set it from the Command Deck — the change is persisted and pushed to every live client.
// time model 1 game month = 30 ticks (locked cadence, §7.2) 1 game year = 12 months = 360 ticks default = 1 real hour per game month (12h → a year · 24h → two years) dial = hoursPerMonth ∈ [0.05, 168]
SEC 03 // COLONIES & ECONOMY

Managing is the game

A colony is not a button — it is a 19-step tick with real inputs, real outputs, and a real failure mode: Uprising. Run the sectors, watch Cohesion, and the headroom you build is the strategy.

E1 The sectors

  • Mining → Refining — extract and refine metal (the base of production).
  • Service, Welfare, Bureaucrats — upkeep, stability, administration (Cohesion drivers).
  • Construction, Basic Industry — grow capacity to produce more.
  • Armaments, Shipyards — Seekers, Lances, Aegis, Wings, hulls. The war engine.

E2 The two levers

  • Tax rate — fills the treasury, but over-taxing erodes Cohesion.
  • Draft rate — raises troops, and troops are a Cohesion drag.
  • Push either too far and the colony rises: uprising = (tax + draft) × 4 − COH.
THE 19-STEP TICK // FIXED ORDER
1 Trade · 2 Influx · 3 Draft · 4 Assign · 5 Mining 6 Refining · 7 Service · 8 Loan payoff · 9 Welfare 10 Bureaucrats · 11 Taxes · 12 Industry · 13 Armaments 14 Shipyards · 15 Construction · 16 Basic industry 17 Refit · 18 Recompute Cohesion · 19 Uprising check
COHESION // THE COLONY'S HEALTH
COH = ( weighted sector output − troops ) ÷ ( population − tax/3 − draft/2 + habitability/2 ) high COH → headroom to tax & draft for the war low COH → one bad tick flips the colony to uprising

Colonies can also borrow from the Exchequer (Calanth) — but debt is a real, legible cost: it is serviced every tick, drags Cohesion, and cuts your vote weight.

SEC 04 // SHIPS & THE YARDS

A budget of volume and power

A ship is a hull of a size (volume) and a power ceiling (MW). You spend both on subsystems — warp, shields, fuel, crew, weapons — until it is full. A class is not a fixed kit; the budget is the only hard constraint.

THE STAT BLOCK // A WORKING CORSAR
CORSAR · class 3 · hull 3.0 vol ────────────────────────────────────────── WARP 60 MW → top warp 8.0 [vol 1.500] SHIELDS 40 MW → 40.0 units [vol 0.040] FUEL 5,000 → ~62 burn units [vol 0.500] CREW 2,000 → full complement [vol 0.100] ────────────────────────────────────────── SEEKERS 2 launchers · 40 rounds WINGS 100 craft · bays VOL USED 2.980 / 3.0 · POWER 100 / 160 MW

S1 What the model enforces

  • You cannot exceed the volume or power budget.
  • Weapons need crew to man and ordnance to fire — a dry ship is a target.
  • Warp burns fuel; mass slows you; warp inside 5 AU of a mass kills the ship.
  • Refit moves volume between subsystems for credits — strip wings to add shields.
THE LADDER // CLASS IS SET BY VOLUME
ClassVolumeRole (one line)
SKIFF1Expendable probe / recon / charting.
CORSAIR3Fast recon / raider / escort — the workhorse.
FRIGATE4–5Light escort / picket / screen.
CRUISER6–11The "default" warship; balanced all-rounder.
DREADNOUGHT12–24Heavy fleet backbone.
SOVEREIGN25–50Capital ship; the center of a fleet.
LEVIATHAN51–99Super-capital; strategic asset.
COLOSSUS100+Flagship — a polity's crown jewel.

The bottom three are your daily tools; the middle is your fleet; the top are strategic assets whose loss is a real event. And the Keel is your ship — the one that is yours, your home and your insurance policy.

SEC 05 // COMBAT

Tactical, readable, settled

Every ship has a stat block, every weapon has a distinct role, and every battle can be reconstructed from its log. There is no hidden RNG on core outcomes — the same inputs always give the same result.

W1 Lances

Line attack. Pierce — hits every ship in the line. The fleet-thinner. Medium range.

W2 Seekers

Precision strike. High per-round damage on a single target — the "big gun". Long range.

W3 Beams

Close suppression. High rate; only matters in-system. Cannot hit ordnance or wings.

W4 Wings

Expendable swarm. Each craft is cheap and disposable — mass is the whole point.

W5 Aegis

Point defense. Intercepts incoming ordnance and wings by its rating. A defense, not an attack.

W6 Damage

Aegis → shields → hull. Shields absorb first and regenerate; hull is permanent until repaired at a yard.

C1 Fire order

  • PHASE 1 — LONG: Seekers pick off high-value targets.
  • PHASE 2 — MEDIUM: Lances thin the line.
  • PHASE 3 — CLOSE: Beams fire, then Wings swarm.
  • Must-stay-and-fight: within 50 AU you can't just warp out — Hold, or take the flee penalty.

C2 Loot & the log

  • Destroying a ship yields 60–100% of its value in credits/materials.
  • Unspent ordnance is salvaged in full.
  • All loot is logged — a readable battle is a settled battle. No black box.
SEC 06 // SEIZURE & WAR

Two ways to take a world

Do not confuse them. Settle is expansion; Seize is war. One claims the empty, the other breaks the defended.

S-A Settle — claim the unclaimed

Found a colony on an empty planet. Requires a colony ship and crew; no assault, the planet is unheld. This is how a polity grows — and it is the atomic unit of territory (claiming the first system in a region).

S-B Seize — break the defended

Land an assault force that overcomes the planet's garrison. Troops are consumed in the assault (attrition); failed assaults bleed troops and punish the defender's Cohesion. This is how a polity wars.

SEC 07 // THE FRONTIER & THE Vael

The dark is there to be found

There are systems nobody has charted. Charting pace is gated by Skiff production and lane travel, so the frontier recedes as the polity grows — not instantly. And at the edge, the Vael keep the pressure on.

F1 Chart

Send a Skiff or probe to an uncharted system. Confirm the star, count the planets, report the metal. Charting pays in vote weight and is the key to claiming.

F2 Claim

Settle a planet to claim its system and earn region rights. Territory is the unit of the galaxy — every node you hold is a vote, a tax base, and a front.

F3 Hold the line

A focused fleet can drive the Vael back from a system — but they keep coming. Holding a frontier is a sustained commitment, the "wilderness" against which a polity proves itself.

SEC 08 // THE CONVOCATION

Power is two-axis

You can win by being rich (fleets, colonies, credits) or by being well-liked (teams, the Convocation, the Spire) — ideally both. There is no state; there is only standing, and standing is earned.

G1 Vote weight

Your weight is how much you count in the assembly, and it changes as you play: wealth plus record (kills, hulls, deaths) plus colony health, with debt as a drag. A dead, debt-free commander with a healthy colony outweighs a rich but dead one.

G2 Bills & teams

Band into a team to pool weight and wage war together. Propose bills at Aurel (presence required), debate for a fixed window, and pass by weight. No veto, no term limits — whoever holds the weight when it's voted decides.

THE SPIRE // NEUTRAL GROUND

The Spire is the surviving core of the Compact — the place that is not anyone's, and therefore belongs to everyone and no one. It hosts Aurel (the Convocation), Calanth (the Exchequer), Khorvath (the great yard), and Dunmire (the frontier anchor). It cannot be Seized, and it enforces the rules — the debt, the votes, the standing.

SEC 09 // GETTING STARTED

Your first campaign

Onboarding is short and diegetic — the game trusts you and rewards reading. Here is the shape of a first run.

Take command

Connect, find your colony, and read the log. Understand your people, your treasury, your Cohesion.

Run the economy

Assign workers to sectors, set tax and draft within your headroom, and start producing.

Build & chart

Commission a ship at the yard, send a Skiff to chart the dark, and Settle a new world.

Prove yourself

Fight the Vael, learn the fire order, and — when you're ready — Seize a defended system.

Climb the Convocation

Grow your weight, join or found a team, and shape the galaxy's rules from Aurel.

Steer the world

For the operator: sign in at the Command Deck and hold the timescale, the time, and the balance.

RESTRICTED // SYSOP ONLY

The Command Deck

The live universe, and the operator's controls — the metrics dashboard and every adjustment dial. Steer the whole galaxy, not just your own ship.

RESTRICTED
awaiting credentials

Authorized access only

This console reads the live metrics and can change the timescale, advance time, and edit colony and player state. Enter the SYSOP password to unlock it.