DEADLANESBETA
A gold-and-steel gunship banking away from a violet mass of Blight growth spilling out of a dead warp-lane
Closed beta · iOS & Android · Free

A space-trading MMO you play ten minutes a day.

One persistent galaxy of about 2,500 star systems, and everyone plays in the same one. Trade, fight, mine and build with a daily batch of turns. Hold territory with a guild — and lose it to someone else. Your standing defenses fight for you while you're offline, so nobody ever waits on anybody, and nobody has to be online at 3 a.m. to keep what they built.

Play in landscape. New galaxy for this wave — everyone starts from nothing, veterans included.

~2,500star systems, one shared map
10 minof turns a day is a full session
12 wkseasons — knowledge carries, power resets
3fronts in a war every player feeds
$0for power, ever — premium is cosmetic

What it is

Trade Wars 2002, with a job.

You get a batch of turns each night. Spend them warping, trading at ports with real spreads, mining deposits, fitting ships out of components you crafted or looted, and hunting the things that live in the dying lanes. When the turns run out you're done until tomorrow — and the galaxy keeps running without you. Your extractors keep filling. Your ships keep the orders you gave them. Your territory keeps being worth taking.

Above all that, there's a war. Two alien powers hold ground on the map, and a third thing wells up through the dead lanes and is nobody's ally. Every kill, every delivery, every liberated system feeds a front that all of us move together, or lose together.

The map is the boardTrade Wars 2002, reborn on your phone
A persistent galaxy of ports, routes, pirates and precursor ruins, played in turns. Ports have real spreads, the map is worth memorising, and the lanes between systems die over the season — so the galaxy constricts toward the core instead of sprawling, and the endgame forces everyone into the same shrinking arena.
Territory you can actually loseEVE's stakes without EVE's schedule
Citadels can be sieged and taken. Ships can be destroyed and captured with everything fitted to them. Guilds hold sectors at a threshold they have to keep paying for. Every fight against a player resolves against the standing defenses and combat doctrine they wrote — nobody is ever required to be online at a set time.
One galaxy, one warA shared front, like Helldivers
Three live fronts, scored every night from what every player did that day. Sectors are held, clusters are won and lost, and a public Game Master voice directs the pressure. Your ten minutes moves the meter. The whole server can win or lose a region overnight.

From the build

What ten minutes looks like.

Screens from the beta client. It's landscape, phone-first, and the art is still partial in places — this is a beta, and we say so.

The galaxy chart: a handful of charted systems joined by lane lines over a nebula, with the player's sector highlighted
THE CHARTOne shared galaxy. Routes you've charted are yours to keep — and knowledge is what prices your warps.
A combat round: a carrier and a gunship facing three Vael hulls, with the action bar along the bottom
COMBATFights resolve the same way whether you're at the controls or asleep.
The fitting bench in a hangar: a carrier's stat sheet beside its component mounts, with a shield array tooltip open
FITTINGTen hulls, mounts you merge up the ladder, and a layout that's yours.
A home-zone system view: a white star, the player's freighter, a station and two NPC ships, with lane churn readouts along the bottom
THE SYSTEMEvery outbound lane shows its churn. Read the numbers before the lane dies under you.
A station's components rack with rarity-bordered icons and a warp scanner tooltip showing its set bonuses
THE STATIONBuy low in the core. Sell high where the lanes are dying.

The daily loop

Your schedule, not the game's.

There are no timers to babysit and no action ever waits on another player. A day in Deadlanes is a batch of turns and a nightly tick, and everything between them is yours.

  1. Read the overnight report

    What your pickets saw, what your extractors pulled, who came for your citadel at 3 a.m. and whether your doctrine held. Losing while offline is designed to be legible, not arbitrary.

  2. Spend your turns

    Warp, trade, mine, scan, craft, fight. Take a contract or push a front. Ten minutes is a full session; an hour is an ambitious one.

  3. Set your doctrine

    The orders you give your ships — the gambit stack — are what fights for you while you're gone. It is the most under-used system in the game and the one that decides whether you wake up richer or poorer.

  4. The galaxy ticks

    One server-wide pass resolves the war, the trades, the churn and every standing defense. Your turns refill. The consequences are waiting when you get back.

Design rules

The things we won't do.

Mobile strategy has a genre problem: timers you pay to skip, an economy tuned to make waiting unpleasant. Deadlanes is the opposite bet, and these are written into the design docs as invariants, not marketing.

The daily cap can't be bought

You get a full batch of turns each day. When they're gone, you're done — and the game says so instead of selling you more.

No pay-to-win, structurally

Premium currency buys paint jobs, cosmetics and crafting time. Never power, never turns, never blueprints. There are tests in the codebase that fail the build if a premium item carries a stat.

You never wait on another player

Every fight resolves against standing defenses. Group play coordinates plans, never schedules. No queues, no raid times, no punishment for logging off.

Seasons reset power, not knowledge

Every twelve weeks the galaxy is rebuilt. Your commander level, blueprints and reputation carry; your fleet and your ground don't. Nobody compounds a lead into permanent dominance, and next season's new player starts on the same line as last season's winner.

The setting

The lanes are dying. Fly them anyway.

"The lanes are dying. The lanes have always been dying. The difference this season is that something is using the corpses to get to us."— a home-zone dispatcher, name struck from the record

A dead civilization left behind a web of warp-lanes stitching thousands of systems together. The builders are gone; the web is failing. You're one of countless independent spacers scratching a living in the rotting middle of the map, racing to get rich before the ground vanishes under you.

The Vael

"Stitchers" · the power that wants the ground

A territorial collective — one distributed growth-organism more than a society. They expand because they must, the way coral spreads, and they treat disorderly human territory as a defect to be corrected. Their advance closes over a contested zone like sutures over a wound.

The Llethe

"Ticks" · the power that wants the flow

A parasitic infestation-economy. They don't buy ports; they grow into them, until a market's prices answer to an appetite rather than a ledger. They spread through commerce the way the Blight spreads through lanes: slower, quieter, with a horrible patience.

The Blight

The invader · nobody's ally

The disease in subspace; the thing the dead lanes let in. Not a rival, a reckoning. Its raid-scale horrors carry the demon-names humans gave them — Legion, Leviathan, Behemoth — and anyone can hunt them, because every one that falls pushes the corruption back.

Closed beta · now recruiting

Get in. It takes two minutes.

It's free, it's a beta, and it's rough in places. Everyone in this wave starts on a brand-new galaxy at the same moment — new connectivity, new deposits, nobody holding anything.

iPhone

  1. Install TestFlight from the App Store.
  2. Open the link below on your iPhone and tap Accept → Install.
  3. Create an account (email, or Continue with Apple / Google) and you'll spawn into the shared galaxy.
Open in TestFlight

Android

  1. Open the link below on your Android phone and tap Become a tester.
  2. Install from the Play Store link on that page — it can take a few minutes to appear after opting in.
  3. Create an account and you'll spawn into the shared galaxy.
Join on Google Play

Your first week

What we'd most like you to try

The beta lives on Discord — patch notes, questions, guild recruitment, and the developer answering things. If you install and never join, we lose most of what makes you a useful tester.

  1. Run the tutorial contracts to the end. They teach the loop — a warp, a trade, an extraction, a scan, a first fight — and wherever they lose you is a bug in itself.
  2. Get attacked while offline, then read the overnight report. Tell us whether losing that way felt fair or arbitrary.
  3. Join or start a guild. Territory is a group game, and the social layer is the least-tested thing here.
  4. Push one front on the war map. The contracts that feed it are on the CONTRACTS board.
  5. Go find something weird — a precursor ruin, a Seal-beast, a system nobody's charted. Half of what's in this galaxy hasn't been seen by anyone yet.

Founding TesterThe first hundred commanders keep a permanent badge across every wipe and every season. It costs nothing and it's the one thing in the game that never resets.