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.